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RimWorld => Releases => Mods => Outdated => Topic started by: mipen on November 10, 2014, 03:58:33 AM

Title: [A12C] Mechanical Defence 2 (Update 23 - quick fix)
Post by: mipen on November 10, 2014, 03:58:33 AM
(http://i.imgur.com/pyxeOdw.gif)

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

Description:
This mod aims to add new and wonderful technologies for your colony to utilise. From autonomous droids to do your every bidding to coal-burning power generators, you'll find all your technological thirsts satiated here! This mod incorporates a modular structure, meaning there are many different independent modules that you can choose from, so that you can play with the features that you want and leave out the ones you don't. Just remember that all modules require MD2Base to be installed and loaded before them in order to work.

Features:
>>Mechanical Walls - walls that be raised or lowered to allow access. (Idea courtesy of this post (https://ludeon.com/forums/index.php?topic=7317.0))
>>Ore extractor - Machine that digs precious metals from the earth. Has a small chance to find rubies which can sell for a good amount  ;)
>>Fissure generator - Machine capable of creating fissure in the earth for the ore extractor to reach the metals buried deep within.
>>Deep Storage Unit - A storage unit that is used to store a large quantity of a type of item.
>>Coal Power - This building burns coal to produce power; simple and effective.
>>Offworld Manufacturing Plant - this system is used to produce goods:
     This is a powerful system which can be used to craft any craftable item in the game. It is very costly to make and takes time to finish construction. First you must build the Manufacturing Control Console, located in the production menu. This building requires power based on the amount of work the manufacturing plant is doing. This building has a command button which will open the main UI for the manufacturing plant. In this menu, click on the "Construct new Assembly Line" button and confirm the dialog. You will need to place the needed resources near a trade-beacon, just as if you were going to trade them. The manufacturing plant will take what it needs from trade-beacons. Once it has acquired the needed materials, it will spend some time finishing the construction of the Assembly Line. This amount of time can be configured in the settings def. While the UI is open, the game is paused. Select the assembly line once it has been built and then click the add recipe button. Search for the recipe you want to complete and then set up the completion mode and number of times you want it completed, then press add. The plant will finish the recipes and then send them down in drop pods to a trade-beacon.
>>Droids:
(http://i.imgur.com/q2Lq9Qm.png)
     -Build your own droids to help in the colony.
     -Droids require power to run. Build droid Charge Pads, and they will go to them when they need to recharge
     -If droids run out of power, their energy cores go critical and they explode! This also happens when the are critically damaged (killed).
     -Most droids are specialised to a specific task; mining, crafting, building, cleaning and hauling.
     - Now includes the crematorius! This hulking monster will roam blasted battlefields and strip the dead - before going on to incinerate the corpses.
     -They can be built at the Droid Assembly - the recipes are unlocked as they are researched.
Big credit goes to Shinzy and jabbamonkey for their awesome jobs on the droids' textures! :D

How to build droids:
To build droids, you must first do the research requirements. The research tree diagram provided with the mod shows what unlocks what. You will also need access to some vanilla work tables: the Electric Smelter, the Stonecutters Table and the Machining Table. Droids require you to produce some circuitry. To make circuitry, you need silicon, which comes from sand. Build a Stonecutters Table and set up a bill to crush rock chunks down into sand. Once you have some sand, build an Electric Smelter and set up a bill to melt down sand into silicon. Build a Machining Table, and set up a bill to combine metal, silver and silicon into some circuitry. The most basic droid requires 20 circuitry, so make a bit of it. When you are ready to build your first droid, construct a Droid Assembly. The recipes for each droid are unlocked after completing the associated research. So researching logistics droids will unlock the recipe in the Droid Assembly. To build a droid, just set up the bill and have the required materials ready! :D

Downloads:

Mechanical Defence 2 now requires Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) to be loaded before it!

You can download the modules from GitHub:

Remember to only grab the latest release and not the master branch.

IMPORTANT:
! Make sure that the load order is correct, or you will experience issues! All modules require MD2Base to be loaded first. MD2 droids requires BackstoriesCore to be loaded before it in addition to MD2Base. If you are having troubles with getting the correct load order, I heavily recommend EdB's Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) mod. This is an extremely useful mod to help loading other mods (and in my opinion should be part of the vanilla game).

When updating from a previous version, make sure to delete the old version first. Do not simply overwrite with the new version as this will cause problems!

Licence information:

This mod is licensed under the Creative Commons Attribution-ShareAlike 4.0 International license.

Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=14172.0)

A Request:
To anyone willing to give me a hand with textures. Mine are awful and I would greatly appreciate some good-looking work.

Bugs/Suggestions
If you find a bug, please open a new issue on GitHub (https://github.com/mipen/MD2Base/issues) with [bug] in the title to report it. This will make it much easier for me to track bugs and remember what needs fixing.
Likewise, if you have a suggestion or idea, please open a new issue on GitHub with [suggestion] in the title. This will make it much easier for me to collect everyone's ideas. Thanks!

Credits:
>>Haplo for his great help with crushing some major bugs and his general assistance.
>>Jaxxa and PunisheR007 for the 'Embrasures' code and texture.
>>Shinzy for his work on the droids' textures.
>>mrofa for his textures of the Fissure Generator and Extractor, and the Manufacturing Control Console
>>jabbamonkey for his textures of most buildings and items :D
>>bigmap001 for their work on a Chinese translation
>>Leucetius for updating the mod to A11B, plus some useful additions :D

I will be working continuously to update and add to the mod. If you have any questions, or find any bugs/problems, feel free to let me know in the comments. Any and all feedback is welcome!

 
Modules mentioned in the changelog require redownloading and updating. If a module isn't mentioned in the changelog for an update, then you don't need to update it! :)
Changelog:
Code: [Select]
>>Update 23
--MD2Base:
-Quick fix to enable the designators for collecting sand/clay
>>Update 22
--All modules apart from droids:
-Updated to Alpha 12C
-Changed version system to proper semantic versioning (All have now started at 12.0.0)
-All modules now require Community Core Library
>>Update 21
--MD2Droids:
-Merged Leucetius' addition to allow droids to interrupt their current job if they are about to run out of power
>>Update 20
-All modules kindly updated to a11B by leucetius, a massive thanks! :D
>>Update 19
--MD2Base:
-Misc changes.
-Sand is now a buildable floor.
--MD2Droids:
-Fixed bug with droids repairing.
-Medic droids can now rescue and capture people.
-Droids spawn with a numbered name for easier identification.
-A message pops up when a droid is destroyed.
>>Update 18
--All modules:
-Updated to Alpha 11.
--MD2Droids:
-Droids can once again be told to equip weapons.
-Droids can now arrest people.
-Droids can now man things.
-Droids will not equip clothing now.
-Big changes and improvements to the crematorius. It can now be set to butcher or cremate any kind of corpse using a new ITab.
>>Update 17
--MD2Droids:
-Fixed research prerequisite for the droid charger and repair station supplier.
>>Update 16
--MD2Base:
-Misc fixes and changes.
--MD2Droids:
-Changed how backstories are handled. This module now requires BackstoriesCore to be installed.
- Changed intelligence, now droids don't count towards colony count and don't show alerts.
- New droid work settings OTab.
- Added droid power critically low alert.
- Combat droids temporarily broken :(
- Increased droid power usage.
- Decreased droid power storage.
- Added new cleaning droid - small and fast, does nothing but clean.
- Droids now disabled by solar flares, research to protect them against it.
- Droid power usage set in def.
- Droids now have no needs.
- Finished and incorporated droid body def.
- Added droid repair station, accompanying workgiver,  worktype, jobdriver.
- Droids now repaired at repair station.
- Added repair station supplier; to fix missing droid body parts, takes steel.
- Droids now never auto-undraft.
- Added research for repair station.
- Added repair station graphic.
>>Update 15
--MD2Base:
-New coal and charcoal texture.
-Coal now generates naturally, like steel and silver.
-Included bigmap001's Chinese translation.
--MD2Industry:
-Fixed fissure generator save/load issue.
-Fix to fissure generator inspect panel.
--MD2Fortifications:
-Removed research defs that shouldn't have been there.
-Included bigmap001's Chinese translation.
>>Update 14
-MD2Manufacturing:
--Fixed error when trying to create new line
-MD2Droids:
--Fixed droids not doing smithing
--Fixed droids not generating
>>Update 13
-MD2Base:
--Misc changes and fixes
-MD2Droids
--Fixed droids timetables causing bugs. They now spawn with a timetable fully set for work and nothing else. Poor guys!
--Re-enabled the Disable button on droids and changed how it works. Shouldn't cause any bugs now
--Misc changes
>>Update 12
--Updated droids to Alpha 10. May contain bugs, but hopefully not!
>>Update 11
--All modules updated to Alpha 10 except for MD2Droids.
>>Update 10
-MD2Base:
--Sand is now tradeable
-MD2Manufacturing:
--Changed how plant finds recipes to use. By default, it will use any recipe who's work skill is Crafting, Cooking or Artistic. Specific recipes can be blacklisted in the defs
-MD2Industry:
--Added clay collector texture from mrofa
--Extractors now output at different times
--Extractors don't through as many dust puffs
>>Update 9
-MD2Base:
--Misc fixes and adjustments
--Added order to change mud and shallow water terrain to sand terrain
-MD2Industry:
--Moved some things to MD2Base
-MD2Manufacturing:
--Fixed bug when saving caused by assembly lines
>>Update 8
-MD2Storage:
--Changed how Deep Storage buildings work - they now properly show the number of stored items and allow for small volume items (so can store 20x the amount of silver)
>>Update 7
-MD2Base:
--Added clay as a new resource
--Added a designator in 'Orders' to collect clay from mud and shallow water terrains
--Added support for easily adding new designators
--Change most strings in the mod to use keyed language data to allow for translation
-MD2Manufacturing:
--Finished development!
--Added upgrades for assembly lines
--Fixed sculptures not generating a tale
--Increased building cost of control console
--Added research requirement for control console
-MD2Industry:
--Added clay collector, automatic clay collecting machine
>>Update 6
--Many, many fixes for droids
--Added charcoal, which can be made at the Electric Smelter and used for fuel for the coal burner
--Added a designator in the Orders menu which can be used to collect sand from sand terrain
--Manufacturing plant help buttons on most ui pages
--Added texture for manufacturing control console, courtesy of mrofa
--Lots of fixes and changes
>>Update 5
--Droids will now fight fires if they are set to do so.
--Droids AI fixed so that disabling a work type in the overview will disable them from doing it.
--Began implementing settings def for easy customisation of parts of the mod.
--Fixed droid renaming. They will now save their names.
--Various other updates and fixes.
>>Update 4
--Finally managed to update to Alpha 9 after much headache
>>Update 3.0.4
--Added more graphics from jabbamonkey
>>Update 3.0.3
--Added some unique textures for combat droid, medic droid and building droid
--Changed textures of fissure gen and extractor to mrofa's awesome ones
--Fixed crematorius burning animal bodies
--Coal generator now produces heat
--Extractor finding rubies is disabled for now
>>Update 3.0.2
--some small fixes
>>Update 3.0.1
--Fixed some recipes up - droids now require plasteel.
>>Update 3
--Updated the mod to Alpha 8! (Finally).
--Added a Coal Power Generator
--Various tweaks and adjustments
>>Update 2.2.5
--Fixed droids priorities - they will now prioritise the correct jobs in the correct order.
--Increased the amount of metals the extractor produces.
--Decreased the amount of time required to produce a steam geyser - it now takes 5-7 days.
>>Update 2.2.4.1
-- Fixed download.
>>Update 2.2.4
-- Added embrasure option to mechanical walls.
>>Update 2.2.3
-- Extractor is no longer an addon.
-- Extractor now has an interaction square, which is where the materials it produces will be placed.
-- Added support for conveyor mod. Building a conveyor loader next to the Extractor will cause the extractor to output its produce onto the loader instead of the interaction square.
-- Droids can now be renamed and will keep their individual renames.
>>Update 2.2.2
-- Crematorius now has its own texture.
-- Cleaned up droid race def.
>>Update 2.2.1
-- Fixed the ore extractor not saving the selected resource.
>>Update 2.2
-- Added the crematorius - a droid that cremates corpses and can strip them if you so desire. To unlock it, you must have completed the cremation research(vanilla research)
and also the appropriate droid research.
-- Fixed the bug where Mechanical Walls couldn't be deconstructed after having been toggled.
-- Reduced the energy requirement of Mechanical Walls.
>>Update 2.1
-- Added in combat capable droids
-- Increased droid costs
-- New research option required to research droids.
>>Update 2.0.4
-- Fixed droids not consuming power after reloading the game
-- Added ability to be able to set the droids' priorities on tasks
>>Update 2.0.1
-- Fixed some research defs
-- Added in cooking droid
-- Updated research diagram
>>Update 2
-- Added in droids
>>Update 1.2:
-- Ore extractor is now optional and disabled by default. Check the readme on how to install it if you wish to use it.
-- The ore extractor has been nerfed, it now produces much less metal.
-- Added a new way to define what the ore extractor can mine. Check the 'ResourceInfo.xml' file. You can also add materials from other mods using this.
-- Fixed the ore extractor not showing the power controls.
-- Fissure Generator now requires more metal and some plasteel to build, and requires much more work to finish.
--Fissure Generator has a small chance to be damaged while it is operating, also has a miniscule chance to uncover a buried mechanoid centipede while operating.
>>Initial release:
-- Uploaded the first release of the mod.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: superiorx on November 10, 2014, 04:12:36 AM
Mipen,
This new mod sounds amazing! "Mechanical Walls"! :D
I'll be trying it out shortly. Thanks for creating some new content for Rimworld.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: skullywag on November 10, 2014, 04:18:58 AM
Interested in the deep storage unit. Im not near a pc do cant check the code. Can you just explain how it works in more depth, is it based off of one youve seen here already (haplos?)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Wex on November 10, 2014, 04:29:52 AM
Mechanical walls..? Like in a trash compactor..?  8)
A fun new meaning to the word killbox!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 10, 2014, 04:34:11 AM
Mipen,
This new mod sounds amazing! "Mechanical Walls"! :D
I'll be trying it out shortly. Thanks for creating some new content for Rimworld.
Thanks :D I read the idea from the linked post, so props to the op from coming up with it. I thought it would be really neat and would fit in well with what I wanted to do :)

Interested in the deep storage unit. Im not near a pc do cant check the code. Can you just explain how it works in more depth, is it based off of one youve seen here already (haplos?)
They are a rewrite from a mod I made in A5. I have always wanted to add some form of chests into the game, having my resources spread out all over the floor really bugs me! :P Basically it looks at which two spaces it occupies (hard coded to a 2,1 building) and assigns one to be the output slot, and the other to be the input. The whole thing is designated as a storage zone, so pawns will haul what you set it to accept onto it, and items placed on the input slot will be 'stored' (basically destroyed and their stack count added to the internal storage count) the inspection panel shows how much is stored and what it is. The item on the output slot stays where it is, and when some items are taken from the stack it is replenished by the internal storage. If the whole stack is taken, then it creates a new one. I have probably added waaay too many checks to make sure that items aren't wasted (ie too many added to the stack and therefore some destroyed) but I think it's worth it. If the DSU is destroyed, it creates a random percentage of the stored items to be destroyed along with it then spits out the rest( so you want to keep it really safe!). If it is deconstructed then everything is spit out onto the floor. I have a made a method so that it will not put more than one for stack in a cell, and will only place them on available cells. The problem with the way I have done it, is that only one pawn can take from the storage/add to it at a time. I am looking at making a way of have a single cell building that acts as a 'pseudo' resource, and pawns will walk up to it and be given the resources they need, but this requires extensive workgiver and jobdriver coding, which are a real pain because all the core ones are obfuscated so it's hard to know how they work. Ooph sorry for that long winded message :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 10, 2014, 04:35:08 AM
Mechanical walls..? Like in a trash compactor..?  8)
A fun new meaning to the word killbox!
Now that's an idea! Unfortunately mine only go up and down at the moment :( But you have given me a nasty little idea for an execution box >:D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: V3cta on November 10, 2014, 08:55:49 AM
Hey mipen. I'm not sure but there was clay in your mod, didn't it? It would be great if it comes back. I loved the graphics of the clay walls. :D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: skullywag on November 10, 2014, 12:28:17 PM
So is that an individual item type per chest or can it handle more?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Matthiasagreen on November 10, 2014, 02:37:25 PM
so raiders will not target these walls when attacking? I have wanted this for a long time ( i called it a secret door). I figure it would be good as a way to get out of your base without having to walk through the killbox, but still have the raiders want to go through it. I will try this on my next game!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Haplo on November 10, 2014, 02:41:07 PM
A small hint for the jobdrivers:
Mostly it is overlooked, but Tynan provided a bunch of the basic Jobdrivers with the game. Take a look into the Source folder, specifically the Pawn Ai folders ;)
Also I have a small template for how Jobdriver work in the Source of my Miscellaneous mod.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: DracoGriffin on November 10, 2014, 03:01:23 PM
Looks interesting! Can't wait to try.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 10, 2014, 06:20:32 PM
Hey mipen. I'm not sure but there was clay in your mod, didn't it? It would be great if it comes back. I loved the graphics of the clay walls. :D
Yeah I can add that! I'll probably add it as stuff, so you can use it to build anything

A small hint for the jobdrivers:
Mostly it is overlooked, but Tynan provided a bunch of the basic Jobdrivers with the game. Take a look into the Source folder, specifically the Pawn Ai folders ;)
Also I have a small template for how Jobdriver work in the Source of my Miscellaneous mod.
Oh, that is really helpful Haplo! Thanks, I'll make sure to look in to that!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 10, 2014, 06:26:16 PM
So is that an individual item type per chest or can it handle more?
Yeah just one type of item per chest. It's meant more of a way of compressing down the thousands of metal I usually end up with haha.

Looks interesting! Can't wait to try.
Thanks! :D let me know what you think, or if there is anything you you think I should add!

so raiders will not target these walls when attacking? I have wanted this for a long time ( i called it a secret door). I figure it would be good as a way to get out of your base without having to walk through the killbox, but still have the raiders want to go through it. I will try this on my next game!
As far as I am aware, when they are extended they will acts as normal walls, so raiders might attack them if they can't find any other path in. When they are recessed they should just act like power conduits - ie things on the floor that aren't targeted and can be stood on/ walked over
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Vas on November 10, 2014, 08:34:10 PM
The whole thing is designated as a storage zone, so pawns will haul what you set it to accept onto it, and items placed on the input slot will be 'stored' (basically destroyed and their stack count added to the internal storage count) the inspection panel shows how much is stored and what it is. The item on the output slot stays where it is, and when some items are taken from the stack it is replenished by the internal storage. If the whole stack is taken, then it creates a new one.
Interesting, does this work with trade zones?  So I can build a bunch of these in a single trade zone and store specific items in them?  I'd like to not have to build 10 illogical orbital beacons to trade items.  :P

If it is deconstructed then everything is spit out onto the floor. I have a made a method so that it will not put more than one for stack in a cell, and will only place them on available cells. The problem with the way I have done it, is that only one pawn can take from the storage/add to it at a time.
You do realize, it is possible to stack an item more than it's stack max, right?  I've had this happen with events that spawn an item.  For example, 400 is the Silver max stack, correct?  When I save an outlaw from a bounty hunter on the event, the outlaw drops a stack of 2200 silver in one single slot.  So if the building is destroyed or deconstructed, you can stack all of it, in a single stack rather than spilling it everywhere risking a glitch of no space found.

This might also be one way you can store the items from then on, just let them place the stack on one side, it then adds it to the stack beside it till that stack hits a set number.  Maybe 10x it's default storage. 750 berries, 4000 silver, etc.  or 20 times.  I'm not sure though, the game may possibly have issues with amounts larger than 9999, I don't think it's ever been tested.  You could try and see.  :P  If so, 25x storage of each item's default stack size, would be great for this mod's storage item.



The walls, if they are raised, do they still count as a door?  Would the NPCs go right to them?  Or would they think it is a wall?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Dragoon on November 10, 2014, 09:25:37 PM
cool
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 10, 2014, 11:43:37 PM
Quote
You do realize, it is possible to stack an item more than it's stack max, right?  I've had this happen with events that spawn an item.  For example, 400 is the Silver max stack, correct?  When I save an outlaw from a bounty hunter on the event, the outlaw drops a stack of 2200 silver in one single slot.  So if the building is destroyed or deconstructed, you can stack all of it, in a single stack rather than spilling it everywhere risking a glitch of no space found.
This would be a good way of handling when the chest is destroyed, I'll definitely look at changing that over!
Quote
Interesting, does this work with trade zones?  So I can build a bunch of these in a single trade zone and store specific items in them?  I'd like to not have to build 10 illogical orbital beacons to trade items.  :P
No, I don't think this will work with trade zones, except for the single stack that stays on the output slot. I can't think of a way to have it include the contents of the chest without rewriting the trade beacon class and changing it in the defs - something I'm reluctant to do because I don't like changing things that affect mod compatability.
Quote
The walls, if they are raised, do they still count as a door?  Would the NPCs go right to them?  Or would they think it is a wall?
The walls are toggled manually by the player, so pawns will think they are normal walls when they are raised
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Vas on November 11, 2014, 10:52:56 AM
This would be a good way of handling when the chest is destroyed, I'll definitely look at changing that over!
Read next quote's reply -->
No, I don't think this will work with trade zones, except for the single stack that stays on the output slot. I can't think of a way to have it include the contents of the chest without rewriting the trade beacon class and changing it in the defs - something I'm reluctant to do because I don't like changing things that affect mod compatability.
The way to solve this, is to implement the previous quote's method.  If you move the stack over to combine it with the item on the other side of the table, then the trade beacon will see all of that one stack.  So rather than storing the value, just shove the item into the large stack beside it.

The walls are toggled manually by the player, so pawns will think they are normal walls when they are raised
These walls also require power right?  I assume, for logic reasons.  :P  Wouldn't that make them make the game rather laggy if you use a lot of them?  I did make a wall lights mod once, that Architect used in his power mod, but when you used a lot of them, it became real laggy.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 11, 2014, 12:53:49 PM
Quote
The way to solve this, is to implement the previous quote's method.  If you move the stack over to combine it with the item on the other side of the table, then the trade beacon will see all of that one stack.  So rather than storing the value, just shove the item into the large stack beside it.
That's a good idea, I'll definitely look into it. My concern is whether the game will retain that large number after saving/reloading.
Quote
These walls also require power right?  I assume, for logic reasons.  :P  Wouldn't that make them make the game rather laggy if you use a lot of them?  I did make a wall lights mod once, that Architect used in his power mod, but when you used a lot of them, it became real laggy.
Yes they do require power. I'm not sure if having a large number of them will cause lag, I will have to test it. They don't have any tick method, only a GetCommands(), which is only called when the building is selected. Unless having a large amount of buildings that require power to run, I can't think of anything that would make them make the game lag
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: skullywag on November 11, 2014, 12:57:28 PM
The lag with wall lights would have been updates to the glowgrid. Thats not the same as the powergrid which this mod would affect.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Dave-In-Texas on November 12, 2014, 01:42:44 AM
Quote
The way to solve this, is to implement the previous quote's method.  If you move the stack over to combine it with the item on the other side of the table, then the trade beacon will see all of that one stack.  So rather than storing the value, just shove the item into the large stack beside it.
That's a good idea, I'll definitely look into it. My concern is whether the game will retain that large number after saving/reloading.
Quote
These walls also require power right?  I assume, for logic reasons.  :P  Wouldn't that make them make the game rather laggy if you use a lot of them?  I did make a wall lights mod once, that Architect used in his power mod, but when you used a lot of them, it became real laggy.
Yes they do require power. I'm not sure if having a large number of them will cause lag, I will have to test it. They don't have any tick method, only a GetCommands(), which is only called when the building is selected. Unless having a large amount of buildings that require power to run, I can't think of anything that would make them make the game lag

this is a very interesting mod, specifically the mechanical walls and the storage device.  if you can implement this persons suggestion i'll definitely find your mod useful :)

i've not run a game with it yet but i'm wondering if it would be possible to make walls that utilize power thusly:  interruption of power triggers a switch in mode of the wall; that way you could have a toggle command on the wall so that an event that disables power would cause the walls to either rise or fall as needed by the base designer.  you could also control the walls simply by toggling power, without having to run a colonist over.  not to mention that this would interface well with powerswitch by haplo :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Vas on November 12, 2014, 12:36:39 PM
A thought, on balancing.  I haven't used your mod yet, I tend to avoid mods if they have something in them that seems to be unbalanced, like infinite metal.  I'll try it out though here in a few minutes, lemme just post my thoughts though.

I think the extractor should spit out 3 Rock Rubble each time.  Except those times when it spits out a bit of metal, then maybe 2 rock rubble and some metal, or if it's a large metal vein it hit, then 2 metal stacks and one rock rubble.  It does dig through the earth after all.  Once it has finished, you can click a "fill the earth" button, that will let you put rock rubble inside the hole to fill it.  Taking a lot of rock rubble or stone.

Can you make the metal extractor only run a certain amount of times before it runs out?  Or better yet, 100 cycles before a colonist must go over and hit the activate switch again.  The building will need to keep track of how far it's gone so far too.  We also need to add lava.  I'll explain Lava first, then the stages that you can go.

Lava; You need to create a terrain texture that is red, and unwalkable like ocean is.  Anything on it needs to be destroyed, be it a colonist, or metal ore, plasteel, even an indestructible monolith.  When you hit lava, the area all around the metal extractor turns into a lava pit.  10 blocks out in all directions from the hole, becomes stone earth (the stuff you find under mountains), and 6 blocks out in all directions, becomes lava.  If you want to add one more stage, a cracked earth texture that is partial lava and partial stone, walk speed 10% with a chance that each step will burn the person walking on it, that would go out 8 blocks in each direction from the hole, under the lava.  So first you lay out the stone, then the cracked earth, then lava.  If you don't want to do cracked earth, skip it.

Lava can not be cleaned up by fertilizers.  You could use a special new type of building that can clean it, but other than that, either it is permanent, or you can make the lava harden up into normal stone after 1 year has passed.  That's the outer edges, the inner ones cool 6 months after the outer edges have.  It'll take years for all the lava to be gone.  Now lets explain the stages of your drill.

Stage 1: 100 cycles deep, 60% stone, 20% air, 15% metal, 5% other.
This means that there is a 60% chance you'll get nothing but stone from your digs through stage 1.  This is also an all over the land thing, so you may not always get metal with that one extractor.  Or even the 5% other.

Stage 2: 200 cycles deep, 40% stone, 15% air, 30% metal, 5% gem, 5% other, 5% lava.
Other, is things you might find from other mods, or maybe even plasteel or silver.  If you hit Lava by chance, your power facility will explode.

Stage 3: 300 cycles deep, 25% stone, 2% air, 38% metal, 10% silver, 10% Plasteel, 5% gem, 10% lava
Pretty risky now, a 10% chance you'll hit lava!  Well, magma.  If you want to be technical.

Stage 4: 400 cycles deep, 10% stone, 40% metal, 5% silver, 15% plasteel, 10% gem, 20% lava.
Really risky now.  Lets hope you have a mod with conveyors to be moving what you get away as soon as you get it, or a lot of colonists dedicated to hauling, because if you hit lava, all that stuff you mined up will be immediately destroyed.

Stage 5: 500 cycles deep, 10% stone, 30% metal, 20% plasteel, 10% gem, 30% lava.
Ok, if you go any deeper than this, you're clearly nuts.

Stage 6: 600 cycles deep, 3% stone, 12% metal, 40% plasteel, 45% lava.
Well hey, at least you get a lot of plasteel before you explode.

Stage 7: 700 cycles deep, 1% stone, 5% metal, 9% plasteel, 80% lava.
Wow, is it worth the risk?  I mean, I don't even think you'll get back the materials you would lose if you just deconstruct the metal mining thing.

Stage 8: 800 cycles deep, 1% gem, 99% lava.
Yea, lots of gold down here.  Take the chance!  If you somehow made it past stage 7 without exploding.

Stage 9: 801 cycles deep, 100% lava.
If by some miracle you get past stage 8, stage 9 is 100% absolute total lava.  It will explode the instant you hit start, you will lose the facility, and you will have a big lava mess all around for several years minimum.

Just a note, you need to store how many levels you have gone down in the fissure as well, so you can't deconstruct and build a new one on that spot.  Another note, if you decided not to fill it, based on the depth you have gone, should have a random chance of a lava eruption at that location.  Make the fissure have a sort of timer on it that counts down, 6 hours at a time with a % chance of eruption.

So say you got 100 levels down (in stage 1 territory) and left it like that.  There is a 0% chance of eruption each time the timer expires.  Each stage after has it's lava percentage cut by 5 times, that's it's percent chance of erupting each time the timer expires.  AKA, stage 2 with 5% lava, has a 1% chance.  While stage 6, has a 9% chance.  If you somehow made it into stage 8 before you shut down the facility, that fissure would have a 19.8% chance every 6 game hours to erupt.


Wow, I got pretty creative here eh?  I never knew my idea would turn into so much.  xD  Just to balance an object that gave infinite metal.  Turning it into so much more than that.  Maybe you should rename it to ore extractor if you were to implement my idea for it.  I wish I could help, but I got no coding skills at all.

P.S. Why is there 2 DLLs with the same name with the exception of an S and C in Defense?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Dave-In-Texas on November 12, 2014, 03:21:09 PM
I'd say that very creative.  I'd also say its outside the scope of this addon... you should copy and paste your post to the mods folder with the [Mod Request] tag :)

after all. something like  that is  what led to the mechanical walls part of this addon.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Vas on November 12, 2014, 04:56:35 PM
I'd say that very creative.  I'd also say its outside the scope of this addon... you should copy and paste your post to the mods folder with the [Mod Request] tag :)

after all. something like  that is  what led to the mechanical walls part of this addon.

Well, infinite metal isn't exactly part of "defense" either, which is in the mod's name.  :P  So I'm not sure why infinite metal would even be in this mod if it is all about defenses.  In fact, the only defensive thing here, is the wall.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Dragoon on November 12, 2014, 05:12:23 PM
I like the infinite metal (all that rock rubble tho would be a huge waste) getting rock for stone cutting could be useful but could also be annoying (becuase it's on like a random chance that you get metal or rocks) I would prefer if it did not have  a set number cycles maybe more power cost not a set number before it go kaput (lol) . (then again I like the mod the way it is)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Puch22 on November 12, 2014, 05:52:11 PM
I miss some of the features from Mechanical Defense 1.

Are you going to add some of them back, or just add new stuff? What ever you choose I'm content, thanks for taking your time to create this!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 12, 2014, 07:02:07 PM
A thought, on balancing.  I haven't used your mod yet, I tend to avoid mods if they have something in them that seems to be unbalanced, like infinite metal.  I'll try it out though here in a few minutes, lemme just post my thoughts though.
I agree with you that the extractor needs a bit if balancing, it was my solution to running out of metal to mine on the map. It currently will produce about 150 metal a day, the amount is slightly randomised. This is less for the rarer metals. I want to make it a bit harder to acquire to extractor, without giving it dozens of required crafting items or research prerequisites. I like your idea with the lava and the different stages, however it would take a lot of coding to implement all of that, and might end up making the machine more of a hindrance than an asset. I can also think of some pretty nice kill box designs using the lava :P
I will definitely be coming back to this to add in some balancing things, random events and the such (like stumbling across a couple of buried centipedes that burst free in a rage, or damage to the extractor itself, requiring it to be repaired before it can resume (maybe with pieces flying off and hurting nearby people too?))
I am also thinking of making the fissures it requires to be spawned randomly into the world, and for the fissure generator to be a hard to get late game tech. This will limit the extractors to a small number, at least until later in the game, and give them not-so-convenient locations. I actually really like your idea, but like someone said, it would be a good idea for an entire mod :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 12, 2014, 07:12:14 PM
I miss some of the features from Mechanical Defense 1.

Are you going to add some of them back, or just add new stuff? What ever you choose I'm content, thanks for taking your time to create this!
I'm currently working on recreating the druids and putting them back in (I'm currently working and have exams coming up so progress is a bit slow), so they should be back soon, hopefully not as buggy as they were :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 12, 2014, 07:13:15 PM
Oh, and my bad on the double assembly, I did a names pace change and forgot to delete the old assembly
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Reysuke on November 12, 2014, 07:14:06 PM
Hey.
I Love you Walls. They are freaking Amazing!
But i have a problem. I dont need to research anything. i can build everything from the start. i still can research but without any use.
Also is there a way to only have the walls? Like a Modular Mod.
Because the extractor is OP. The Storage and the Walls are super awesome.
Thanks for the Mod <3
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: HBKRKO619 on November 12, 2014, 07:39:34 PM
Hi :)
Same for me, I can do absolutly everything from the start of the game without needed research.
I can do the research but it's useless cause everything is up to build from the start.
Thanks for the mod :)

P.S. : sorry for my average english, french here xD
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: mipen on November 12, 2014, 08:42:20 PM
Thanks for letting me know about things not needing research - I've fixed that now. If you don't want to play with the extractor, you can disable it by removing the "Extractor.xml" file from \RimWorld Dir\Mods\Mechanical Defence 2\Defs\ThingDefs. This will only work if you haven't yet built one in your current save.

Hey.
I Love you Walls. They are freaking Amazing!
But i have a problem. I dont need to research anything. i can build everything from the start. i still can research but without any use.
Also is there a way to only have the walls? Like a Modular Mod.
Because the extractor is OP. The Storage and the Walls are super awesome.
Thanks for the Mod <3
Just out of interest, what makes the extractor Op for you? Do you feel it produces too much? Thanks for your feedback:)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Reysuke on November 12, 2014, 08:49:49 PM
Its placed once. Will run forever and produce without any further costs.
In my opinion its just a bit too cheaty for me :/
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: Vas on November 12, 2014, 09:32:55 PM
Perhaps you can make an alt mod with my idea on the extractor?  I know it is a lot more coding, I wish I could help but as I said, I dunno how.  :P  I can provide ideas and balance things, bug test, find issues, exploits, everything.  But I can't code.

Anyway, if you do an alt version, I have a few more ideas, using the Lava from the core.  Maybe even a lava pump that you put over a deep fissure that will puncture the fissure into the magma nest and pump the lava out into containers of some type that are resistant to that lava.

I can give more ideas on it if you were to break my idea for the thing into another mod.  But anyway.

As for balancing the current version, you could just lock it so that it only runs for 300 cycles, one cycle every 3 hours.  That's about 1 month in game time I think, if I use real time.  I think someone said game months are 15 days?  So 2 and a half months if that's the case.  I still think it should spit out 3 rock rubble each time, unless spitting out some metal.  Just like I said in that balancing post.

Also, does it spit out to an exact spot each time or somewhere random around the building?  When I DLed to try, i didn't see it on the list.  :P  I'll re-DL it now and try again.  If random, it'd be nice if you could choose where it drops stuff, in case you use conveyors.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: skullywag on November 13, 2014, 03:24:22 AM
Could have it place a metal ore rock nearby and if one is there it produces no more. Means you still have to mine it (process it) means you only use it when you need it. Just an option...
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
Post by: millenium on November 13, 2014, 02:41:41 PM
interesting mod. i do have to agree with some of the previous posts in saying that the ore extractor is overpowered. the best mining machine I've found is in mining&co mining machine. requires power and part replacements in order to run. the biggest thing is that it needs an off button. a power toggle would be nice. the deep storage unit is great though i would move for them to be a single square with half the storage it makes it easier to store certain items. the walls are fun for corralling raiders into killzones so i don't have an issue with them. maybe embrasure versions of them?

the fissure generator is a little cheap. adding uranium or plasteel to the recipe would offset this.

just couple ideas. keep up the good work.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 1.2 - Extractor changes)
Post by: Pedan on November 18, 2014, 02:25:59 AM
Any uppdate on the droids?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 1.2 - Extractor changes)
Post by: mipen on November 18, 2014, 03:01:04 AM
Any uppdate on the droids?
I was literally just updating the post when you commented this! :P I spent quite a while on them, and I have just finished and released them now :D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: Pedan on November 18, 2014, 03:03:49 AM
All hail to you. Finlay i can get my base clean =)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 18, 2014, 03:07:16 AM
All hail to you. Finlay i can get my base clean =)
Thanks =] Haha, I should get them dressed up in maid's outfits! :P Let me know if you have any troubles with them. And if you have any nice simple ideas for a job a droid could do, let me know too! For example, I am working on a corpse removal droid, which can be set to strip corpses before it eats them
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 18, 2014, 03:13:26 AM
Crafting, Growing and Mining droids have constructions/repair settings enabled.
Someone hijackaing their BIOS, some rogue clocksmith?

Quote
strip corpses
OHMAHGERDYES
Even w/o function of searching items, like power armors or anything made of hyperweave, it would be awesome.


Also, sort of problem with storages - anything stored in them doesn't counts as it would in designated storages.
And another problem - renaming any driod leads to renaming everyone of them; Newly created driods will have same name as already created ones.

And not to be just bad news messenger i have a suggestion - Droideka droid. It would requires some "interacting" with Jaxxa for personal shield feature,  and Rikiki for that authentic PEWPEWPEW lazors from his Mining&Co Security. But, wasn't it worth it?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 18, 2014, 03:47:00 AM
Crafting, Growing and Mining droids have constructions/repair settings enabled.
Someone hijackaing their BIOS, some rogue clocksmith?

Quote
strip corpses
OHMAHGERDYES
Even w/o function of searching items, like power armors or anything made of hyperweave, it would be awesome.
Yah, the WorkTags that those jobs require are also used by the construction and repairing jobs. There is no way around this currently. However I have made a job finder for the droids that will only give them the jobs I say they can have. You will still be able to force prioritise them to do something they're not supposed to, but they will only do it once. But yeah, there's no way around this, will just have to wait and hope tynan changes how backstories work with colonists
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 18, 2014, 04:00:24 AM
Also, sort of problem with storages - anything stored in them doesn't counts as it would in designated storages.
Yah I know about that, but I don't think there is anything I can do about it at the moment, at least not that I know of :( I'll have to look around in the code and see if I can come up with a better way to do them.
And another problem - renaming any driod leads to renaming everyone of them; Newly created driods will have same name as already created ones.
I hadn't really intended for the droids to be named. The idea I had of them was to be mostly autonomous, nameless things that share the same space as your colonists. They don't talk or interact with them, excepting when they do the colony's laundry. It's interesting that naming one changes them all - I guess because they all share the same backstory and it is constantly refreshed if it ever changes to something that is not a droid story. The backstory keeps them from doing things the shouldn't be. I can look at adding names to them and finding a better way of handling the backstories, but they are very fiddly and often lead to breaking the game with even the slightest mistake made D:

And not to be just bad news messenger i have a suggestion - Droideka droid. It would requires some "interacting" with Jaxxa for personal shield feature,  and Rikiki for that authentic PEWPEWPEW lazors from his Mining&Co Security. But, wasn't it worth it?
Great idea! :D I'll get in contact with them and see what I can do
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: eatKenny on November 18, 2014, 05:02:28 AM
And not to be just bad news messenger i have a suggestion - Droideka droid. It would requires some "interacting" with Jaxxa for personal shield feature,  and Rikiki for that authentic PEWPEWPEW lazors from his Mining&Co Security. But, wasn't it worth it?
i was thinking a combat drone like the drone from movie "oblivion", which i suggested in haplo's "MAI" mod a while ago(maybe as MAI's badass boyfriend).

(http://www.cgsociety.org/static/images/feature/drone.jpg)

hi, i know it's a lot to ask, but can you eventually make a similar non-human pawn like the drone in movie "oblivion"? it has high movespeed, very tanky, can only fight but good at it(maybe haul too ???). takes plasteel and AI Core to build(so very limited number can be build) when built give all colonists a mood boost "protected by drone +5".


but droideka is a good idea too
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 18, 2014, 05:29:28 AM
i was thinking a combat drone like the drone from movie "oblivion", which i suggested in haplo's "MAI" mod a while ago(maybe as MAI's badass boyfriend).
That's great, small fast-moving and lightly, but still armored with something like double UZI, or even LMG - it perfectly fits for hit'n'run harassing, and overall combat when it's not a crowd of power-armored minigunners, and complements  something like a walking lasgun-turret, who's tanking with shields and more bulky chassis. Both may be with lategame "mk2" version with minigun/laser minigun, for good cost of uranium, plasteel, gold,  and so on.
But let's see that walking crematorio-stripper first.

I almost forgot - Craft and Medic droids doesn't consume power, not sure was they behaving like that after crafting and first loaded, but right now they self-sufficient. And they able to product more droids, and repair them (with medkits in medbed, but still). Rise of the machines? :D
P.S: Looks like sometimes they consume power, and sometimes they don't, even some logistics droids, but also at some moment they become normally and power goes down normally. Didn't noticed anything about why. Maybe save/load, as all old droids affected by this regardless of type, and all new logistics behave normally.
And after save/load same-naming stopped, for newly crafted droids, they just "Droid", not like first generation "Droid1".

I'm overexciting, but after there be weaponized droids, i'm gonna make some lone droid-maker and try to survive being droids-"supported".
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: Timber on November 18, 2014, 11:58:43 AM
Exactly what I've been looking for, but could you possibly make it modular?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: ianfkyeah on November 18, 2014, 12:17:40 PM
I'd really like just the drones, is that a possibility?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 18, 2014, 01:32:33 PM
I really like the idea about the Drone! That's something I wanted to add, so I'll add that to my list of droids.
Exactly what I've been looking for, but could you possibly make it modular?
By modular, do you mean have the droids stand alone? Or each part of the whole mod optional?
 
I'd really like just the drones, is that a possibility?
that is definitely something that will happen, however I have exams at the moment, so I may not be able to work on the mod for the next week or so
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: superiorx on November 18, 2014, 09:47:35 PM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 01:31:46 AM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Thanks for letting me know! I've fixed the research problems and added a cooking droid too. Let me know if you find any other problems
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 01:39:08 AM
i was thinking a combat drone like the drone from movie "oblivion", which i suggested in haplo's "MAI" mod a while ago(maybe as MAI's badass boyfriend).
That's great, small fast-moving and lightly, but still armored with something like double UZI, or even LMG - it perfectly fits for hit'n'run harassing, and overall combat when it's not a crowd of power-armored minigunners, and complements  something like a walking lasgun-turret, who's tanking with shields and more bulky chassis. Both may be with lategame "mk2" version with minigun/laser minigun, for good cost of uranium, plasteel, gold,  and so on.
But let's see that walking crematorio-stripper first.
These are things I really want to do aswell! But don't come up with ideas of too powerful droids, because soon I will make them available to raiders >:D And there may even be waves of rogue droids ready to assault your base on the way too!
I almost forgot - Craft and Medic droids doesn't consume power, not sure was they behaving like that after crafting and first loaded, but right now they self-sufficient. And they able to product more droids, and repair them (with medkits in medbed, but still). Rise of the machines? :D
P.S: Looks like sometimes they consume power, and sometimes they don't, even some logistics droids, but also at some moment they become normally and power goes down normally. Didn't noticed anything about why. Maybe save/load, as all old droids affected by this regardless of type, and all new logistics behave normally.
And after save/load same-naming stopped, for newly crafted droids, they just "Droid", not like first generation "Droid1".
Hmm, do you know what you did to lead to this behaviour? Or did they do this as soon as they were built? I have it so that they should all be called 'Droid,' can't get rid of the comma unfortunately. You might have accidentally download an inDev version of the mod though, I accidentally synced it to the download link which was a mistake haha. Let me know if the problem happens again and I will have to try to recreate it and see how I can fix it
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 19, 2014, 03:26:15 AM
Quote
I will make them available to raiders >:D And there may even be waves of rogue droids ready to assault your base on the way too!
And this is great!
Quote
do you know what you did to lead to this behaviour?
Save/load leads to that, BUT...
Quote
You might have accidentally download an inDev version of the mod though
...It totally looks so, as i've re-downloaded zip from github right now, and it has a bit bigger size, than previously d/loaded, and it's non-compatible with previous save.
Time to start new colony.

Quote
'Droid,' can't get rid of the comma unfortunately
In Edb interface it's not shown on top list of colonists and i've mostly cares about naming just to see, if i have enough droids for required work, and to separate expendable 'logistics' from others, but as i've just noted, droids can wear clothes, so it's not a problem anymore. And carry guns, even w/o be able to use them, so i can mark logistics with something cheap to mark them for manning turrets. Mwa-ha-ha, silly raiders.

In a balancing note - droids are very cheap, it's good for logistics-type, but others, in my personal taste, should require some related materials, like plasteel for mining ones, for their drills, silver for better conduction for crafting model, as they need to birth-charge newly created droids, maybe gold for constructing droids for balance purpose and surely at least a bit of uranium for every specialized models.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: Timber on November 19, 2014, 05:39:50 AM
Exactly what I've been looking for, but could you possibly make it modular?
By modular, do you mean have the droids stand alone?
Yep, that's exactly what I mean! :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: superiorx on November 19, 2014, 05:54:45 AM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Thanks for letting me know! I've fixed the research problems and added a cooking droid too. Let me know if you find any other problems

No problems at all, thank you for the quick fix :)
I noticed that the Logistics Droid prioritises cleaning over hauling, despite hauling being given higher priority, is this intentional?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 19, 2014, 07:03:47 AM
Welp, droids still have that self-sufficient "problem". It starts after save/load, even with actual mod version, where droids have 750w batteries (pre-release, which I managed to accidentally download does have 500w droids).
Also, they are overall great, fast, industrious, with just a bit of power requirement.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Shinzy on November 19, 2014, 07:08:09 AM
Just a hello from all my droids! ( one of them got turned into Werewolf-human/droid hybrid after couple very tragic and unfortunate turns of events involving Tradeship, Jellies werewolf mod and morbid curiosity and Full-moon

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

(Would it be possible to get different paintjobs/and/or bodytypes for each droid type? I mean on the 'code' level! I'd know someone willing to provide the needed sprites)

Th-th-that's all folks!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Dragoon on November 19, 2014, 07:41:52 AM
Can you state at the top or in big letters that the ore starts disabled by default I did not know where to look to find out is was disabled.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 19, 2014, 08:04:29 AM
Today's fun: Suicide running by Logistics droids. That Ship part aren't gonna 'xplode 'tself!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 02:53:43 PM

Quote
'Droid,' can't get rid of the comma unfortunately
In Edb interface it's not shown on top list of colonists and i've mostly cares about naming just to see, if i have enough droids for required work, and to separate expendable 'logistics' from others, but as i've just noted, droids can wear clothes, so it's not a problem anymore. And carry guns, even w/o be able to use them, so i can mark logistics with something cheap to mark them for manning turrets. Mwa-ha-ha, silly raiders.

In a balancing note - droids are very cheap, it's good for logistics-type, but others, in my personal taste, should require some related materials, like plasteel for mining ones, for their drills, silver for better conduction for crafting model, as they need to birth-charge newly created droids, maybe gold for constructing droids for balance purpose and surely at least a bit of uranium for every specialized models.
I'll rename each model so that they are named for the job they do, not sure why I didn't do that in the first place :P and yeah, I just put the metal as a placeholder cost for now. I'm working on adding in intermediate crafting for special resources for the droids, which will make them harder to get. I I just wanted to get them out there first :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 02:56:21 PM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Thanks for letting me know! I've fixed the research problems and added a cooking droid too. Let me know if you find any other problems

No problems at all, thank you for the quick fix :)
I noticed that the Logistics Droid prioritises cleaning over hauling, despite hauling being given higher priority, is this intentional?
I'd say this is purely a case of alphabetical order :P each droids has a list of jobs it is allowed to do, and it just so happens 'c' for cleaning comes first :( I'll fix this and make it so the player can choose the priority of the droids' jobs. Thanks for letting me know :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 05:45:53 PM
Welp, droids still have that self-sufficient "problem". It starts after save/load, even with actual mod version, where droids have 750w batteries (pre-release, which I managed to accidentally download does have 500w droids).
Also, they are overall great, fast, industrious, with just a bit of power requirement.
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: mipen on November 19, 2014, 05:49:10 PM
Just a hello from all my droids! ( one of them got turned into Werewolf-human/droid hybrid after couple very tragic and unfortunate turns of events involving Tradeship, Jellies werewolf mod and morbid curiosity and Full-moon

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

(Would it be possible to get different paintjobs/and/or bodytypes for each droid type? I mean on the 'code' level! I'd know someone willing to provide the needed sprites)

Th-th-that's all folks!
That is an interesting change in fortunes for that poor droid :P Yes indeed they certainly can have different textures!  If I could figure out how to do it, I could add parts that are coloured  differently for each type, like how to stuff system works. I'm not too sure how that works though D:
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 20, 2014, 01:18:29 AM
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
Yep, after loading savegame, everyone of them stops consume their batteries power. Numbers just freezes.
I did have around 15-19 droids and just ~6 charge pads, so there is no way that they all will be standing on them at a moment of save.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: mipen on November 20, 2014, 01:59:52 AM
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
Yep, after loading savegame, everyone of them stops consume their batteries power. Numbers just freezes.
I did have around 15-19 droids and just ~6 charge pads, so there is no way that they all will be standing on them at a moment of save.
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 20, 2014, 02:59:38 AM
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.
Awesome, everything just awesome.
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: mipen on November 20, 2014, 04:23:57 AM
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.
Awesome, everything just awesome.
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?
Oops, that was a bit of an oversight on my part, I'll get that fixed as soon as I can :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: eatKenny on November 20, 2014, 04:59:14 AM
Quote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?

like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Shinzy on November 20, 2014, 08:24:27 AM
Quote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?

like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.

but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder! ;D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Matthiasagreen on November 20, 2014, 08:30:18 AM
Quote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?

like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.

but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder! ;D

Was I supposed to read that whole quote in a Jamaican accent?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: Shinzy on November 20, 2014, 09:00:55 AM
Quote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?

like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.

but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder! ;D

Was I supposed to read that whole quote in a Jamaican accent?
You should always read everything in jamaican accent
or any other really bad "accent" of your choise (Russki, German, French, Poirat, Mobsta en Voikin'. Or mush dem all tagetha ferrr zee boist harpiness injikjon fur yer loife! boi mah bjeaart en bjeatin' hjaart! Foist ye enjoy ya loife un den ya kan haf tae offa ye cannae refuse en lif longa, yarr Kapiiish? es is gut yes? da.. da) what?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: superiorx on November 20, 2014, 09:49:35 AM
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
Yep, after loading savegame, everyone of them stops consume their batteries power. Numbers just freezes.
I did have around 15-19 droids and just ~6 charge pads, so there is no way that they all will be standing on them at a moment of save.
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.

Thanks for the fixes, Mipen! :D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
Post by: eatKenny on November 20, 2014, 11:25:16 AM
but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder! ;D

true, but instead of "star war" i'm thinking more like "cowboy bebop" kind of future, if you know what i mean ;)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.4 - RETURN OF THE DROIDS)
Post by: Puch22 on November 20, 2014, 12:38:34 PM
Hail Droid!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.4 - RETURN OF THE DROIDS)
Post by: MaxtheINFINITE on November 20, 2014, 03:20:11 PM
The droids look #swag.
Now i have to test lightsabers + mais VS droids + MRG rifles'
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.4 - RETURN OF THE DROIDS)
Post by: Kulverstukass on November 21, 2014, 02:59:05 AM
Being retracted into the ground Mechanical walls still doesn't allow to shoot over them.
Surprise "disappearing wall in front of machineguns" cancelled in our circus.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.4 - RETURN OF THE DROIDS)
Post by: mipen on November 21, 2014, 03:29:04 AM
Being retracted into the ground Mechanical walls still doesn't allow to shoot over them.
Surprise "disappearing wall in front of machineguns" cancelled in our circus.
Ah, thanks for letting me know! :) I have fixed it now, people are able to shoot over them, but they don't provide any cover at all when retracted
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: Kulverstukass on November 21, 2014, 04:38:02 AM
That's great, and with requirement in silicon for circuitry, is ore extractor not "just an option"?
Found production chain, but still, rock chunks production required.

Also, as i've just looked at that fissure generator building - it's 3x3, but steam geysers 2x2 and generators are 6x6, which lead to a question - how do i place fissure-gen. so it would spawn geyser in a center of 6x6? Or "which of 2x2 under that 3x3 will become geyser?" Fissure generator texture has no clue on that.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: Vas on November 21, 2014, 07:19:17 AM
It would be nice if droids weren't treated as colonists.  Also, some of your droids, such as mining ones, also get the construction/repair tags, and all of them get the medical treatment tag when they can't use beds or even seem to be repaired in any way.

So, idea 1, a droid medical bed, where a droid goes to be repaired by someone with the repair skill, taking metal.

Idea 2.  Sleep mode, consume a lot less power.  This way you can turn droids off for a longer period of time.

idea 3, if droids are going to continue being counted as colonists, it would be nicer if they had their type as the name, not just droid, .  Funny that all of them are named droid with a comma.  Logistics Droid, Mining Droid, etc would be much nicer.   :P  However, I don't want them to count as colonists, my events keep triggering with droids and such, like "droid has found 7000 metal, but if he gets it, he may never come back but you still get the metal" -well gee, I can always build another one for 75 metal, why not?- "you killed your droid, but you got the metal!  we'll all morn the loss of droid." -No we won't, got a new one already.-

"Droid cried in his sleep, other droid had to wake him up" or "droid made meat jerky all for himself and hid it somewhere, other droid tried to steal it but droid jumped out.  IT'S A TRAP!"

Yea, droid counting as a colonist gets a bit annoying after a while.  :P

Any ideas on changing the deep storage unit?  Also, could you make the deep storage unit change with material too?  So I can choose a wooden style or a metal clean style.  I don't like that I have a wood style thing in my plasteel walled plasteel doored base.  :P

idea 4; droids drafted will consume less power as they are not moving around or doing anything.  More than sleep mode, less than normal.  Would be nice if droids consumed power when doing a job and moving really.  Instead of just a constant drain of the same amount of energy.

Oh, and droids require beds to make the colonists need beds option go away.  It's a bit annoying to require 40 beds for 4 humans and 36 droids that don't use them.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: mipen on November 21, 2014, 08:15:27 AM
It would be nice if droids weren't treated as colonists.  Also, some of your droids, such as mining ones, also get the construction/repair tags, and all of them get the medical treatment tag when they can't use beds or even seem to be repaired in any way.

So, idea 1, a droid medical bed, where a droid goes to be repaired by someone with the repair skill, taking metal.

Idea 2.  Sleep mode, consume a lot less power.  This way you can turn droids off for a longer period of time.

idea 3, if droids are going to continue being counted as colonists, it would be nicer if they had their type as the name, not just droid, .  Funny that all of them are named droid with a comma.  Logistics Droid, Mining Droid, etc would be much nicer.   :P  However, I don't want them to count as colonists, my events keep triggering with droids and such, like "droid has found 7000 metal, but if he gets it, he may never come back but you still get the metal" -well gee, I can always build another one for 75 metal, why not?- "you killed your droid, but you got the metal!  we'll all morn the loss of droid." -No we won't, got a new one already.-

"Droid cried in his sleep, other droid had to wake him up" or "droid made meat jerky all for himself and hid it somewhere, other droid tried to steal it but droid jumped out.  IT'S A TRAP!"

Yea, droid counting as a colonist gets a bit annoying after a while.  :P

Any ideas on changing the deep storage unit?  Also, could you make the deep storage unit change with material too?  So I can choose a wooden style or a metal clean style.  I don't like that I have a wood style thing in my plasteel walled plasteel doored base.  :P

idea 4; droids drafted will consume less power as they are not moving around or doing anything.  More than sleep mode, less than normal.  Would be nice if droids consumed power when doing a job and moving really.  Instead of just a constant drain of the same amount of energy.

Oh, and droids require beds to make the colonists need beds option go away.  It's a bit annoying to require 40 beds for 4 humans and 36 droids that don't use them.
A lot of the problems you mentioned about droids being treated as colonists are unfixable. Attempting any sort of work-around causes very bad things to happen and massive red walls of errors. Hopefully Tynan makes it a bit easier to add pawns in, especially to the player faction. As such, they are still mostly regarded as 'human' by the game, and still restricted to human rules (like needing to eat, sleep etc) and being prone to receiving random incidents. There is nothing I can do about this at the moment, but I am doing my best to try to hide the fact. That comma after the name is another thing hard coded by the game which I cannot change :P But I have added the type of droid after that, so now you can check which type of droid it is. In the next release, droids will have an on/off switch to help conserve power, and I will look at adding an 'idle' state, where they consume much less power
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: Vas on November 21, 2014, 08:36:15 AM
You replied in the time it took me to test some things on droids and come up wit ha few more ideas so I'll post them below :P

idea 5, I also agree that droids should take more resources to build.  All of them really.  Not just a single stack of metal.  Mining droids should consume a bit more plasteel as well for the drill.  But all of them should consume a mix of all the materials basically.
50 metal, 5 plasteel, 20 silver, 5 gold, 1 uranium.

idea 6, deconstruct droid, gives 75% of the materials back, uranium is lost.

idea 7, research higher storage for droids, requires droids to go get an upgrade at the crafting station.  So along with adding the deconstruct from idea 6, you add upgrade droid as well.

Anyhow, so you can't make mining droids remove construction and repair checkboxes at all?  And is it a possibility of adding a droid repair option to the bench?  Or a droid repair bed/pad where they can go to be repaired?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: mipen on November 21, 2014, 08:24:38 PM
You replied in the time it took me to test some things on droids and come up wit ha few more ideas so I'll post them below :P

idea 5, I also agree that droids should take more resources to build.  All of them really.  Not just a single stack of metal.  Mining droids should consume a bit more plasteel as well for the drill.  But all of them should consume a mix of all the materials basically.
50 metal, 5 plasteel, 20 silver, 5 gold, 1 uranium.

idea 6, deconstruct droid, gives 75% of the materials back, uranium is lost.

idea 7, research higher storage for droids, requires droids to go get an upgrade at the crafting station.  So along with adding the deconstruct from idea 6, you add upgrade droid as well.

Anyhow, so you can't make mining droids remove construction and repair checkboxes at all?  And is it a possibility of adding a droid repair option to the bench?  Or a droid repair bed/pad where they can go to be repaired?
Some good ideas! :) the deconstruct one is really good, I really like that one. And yeah, I agree that they should cost more. Have you tried the updated version where they require circuitry? I would like to add research options that upgrade the droids as well. What do you mean by upgrade their storage though? The energy storage?
No it's not possible to disable the construction checkboxes from the mining droids. The way the checkboxes work, is that each one has a set of WorkTags that the pawn must have in order to be able to do that work. Construction and repair only have ManualSkilled, whereas mining has ManualSkilled and Mining. This means that to have mining enabled, construction and repair are also enabled. However, I have given each droid a list of work that they are allowed to do, and when the ai is searching for work for them to do, it will look at this list and only assign them work that matches what is in that list. Unfortunately you are still able to force the droid to prioritise a job it is not meant to do like repair something, but it will only do it once and won't do it without the player telling it to. As far as I know, there is no way around that
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: Vas on November 22, 2014, 02:03:43 AM
Yes, I did say upgrade energy storage.  :P  I'd like to be able to upgrade them.

I encountered a bug where I loaded a quick save, and the 5 I had no longer required energy, their energy counters all froze.  I downloaded the latest one as of yesterday and noticed none required circuitry. 

Can you get me a list of all the worker disable types for me?  I have been trying to make a spreadsheet with -EVERYTHING- in it possible for a character to be created, but it is a huge pain in the ass.  I got all possible backstories, I just can't find some way to parse the backstory XML file in such a way that I can import it into spreadsheets yet.
https://docs.google.com/spreadsheets/d/1a-2fa75FNirIbgMPCLbZZU1PObIT55BLMxersJA8Imo/edit - Look at Worker Disabled Types tab.  I don't think I got them all or know what they all disable.  :P

I wonder if it's possible to create new disable types for the game.  Hmm.  But I do notice your logistics drones refuse to haul unless they clean first no matter how I prioritize them.  I've also noticed the game places "colony settler" invisible and stays frozen in it's spot when I use spawn pawn method to try and place one.  :P

Not droid related, I wish your walls could be made automatic, so door like for anyone with the door key.  :P  I decided not to use the walls anymore, consumes way too much power and the enemy just attacks it like they would any normal wall anyway, so I don't see the advantage other than being able to lower any wall at all.  Plus the wall becomes un-deconstructible once you have lowered it.

I can't figure out how to make Silicon now.  So I can't make droids.  I do like my original idea on what it would take to make a droid though, I figured the metal and stuff would be used to make t he circuitry during construction, so I didn't think it was necessary to make a new resource required.  :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: Kulverstukass on November 22, 2014, 02:54:34 AM
Quote
Silicon

Sand from Rock chunks on Stonecutting table; Silicon from sand in Smelting furnace, where Metal slug is processed into metal.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: mipen on November 22, 2014, 03:52:18 AM
Yes, I did say upgrade energy storage.  :P  I'd like to be able to upgrade them.

I encountered a bug where I loaded a quick save, and the 5 I had no longer required energy, their energy counters all froze.  I downloaded the latest one as of yesterday and noticed none required circuitry. 

Can you get me a list of all the worker disable types for me?  I have been trying to make a spreadsheet with -EVERYTHING- in it possible for a character to be created, but it is a huge pain in the ass.  I got all possible backstories, I just can't find some way to parse the backstory XML file in such a way that I can import it into spreadsheets yet.
https://docs.google.com/spreadsheets/d/1a-2fa75FNirIbgMPCLbZZU1PObIT55BLMxersJA8Imo/edit - Look at Worker Disabled Types tab.  I don't think I got them all or know what they all disable.  :P

I wonder if it's possible to create new disable types for the game.  Hmm.  But I do notice your logistics drones refuse to haul unless they clean first no matter how I prioritize them.  I've also noticed the game places "colony settler" invisible and stays frozen in it's spot when I use spawn pawn method to try and place one.  :P

Not droid related, I wish your walls could be made automatic, so door like for anyone with the door key.  :P  I decided not to use the walls anymore, consumes way too much power and the enemy just attacks it like they would any normal wall anyway, so I don't see the advantage other than being able to lower any wall at all.  Plus the wall becomes un-deconstructible once you have lowered it.
Ah, I thought so :P
I have fixed that bug where they don't use power, and I have checked and they are definitely using circuity to be made. You must have an older version.
The WorkTags are:      None,
      Intellectual,
      ManualDumb,
      ManualSkilled,
      Violent,
      Caring,
      Social,
      Scary,
      Artistic,
      Crafting,
      Cooking,
      Firefighting,
      Cleaning,
      Hauling,
      PlantWork,
      Mining
It's not possible to add to these as they are hardcoded into the game. To see what work types have what tags, go into the WorkTypeDefs folder and open the file there.  Again, I think you have an older version where they do not check the priorities. You need to use the Droid Assembly to spawn in the droids, I have written a spawner for them that the Debug tools doesn't use, so they won't work unless you use the Droid Assembly. Turning on god mode will unlock all recipes.
Interesting idea about the walls, I'll have a look at making them. The problem with them not be deconstructible was because I had forgot to set them to the player colony when they were toggled. I've fixed that now. I've also reduced the energy they require. As of posting this comment, everything you've mentioned should be fixed, so if you download it again after reading this, you should have the most up-to-date version :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.1 - Operational battle droids)
Post by: mipen on November 22, 2014, 03:52:53 AM
Quote
Silicon

Sand from Rock chunks on Stonecutting table; Silicon from sand in Smelting furnace, where Metal slug is processed into metal.
Yup, that's right :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: Vas on November 22, 2014, 04:04:19 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 04:18:27 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
I did have near same problem, when bills didn't show something new from Mech-Def, rebuilding that table helped.

Also, Ore extractor not just resets settings which Material to extract to Metal, but stops working (spawning mats) at all, not stopping consuming power though. It's related to save/load.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: Vas on November 22, 2014, 04:30:07 AM
I rebuilt the table, and all MD2 research is totally done, plus more.  But nothing, I can't build droids, nor can I find an extractor anywhere on my list of buildings, didn't even see research for it.  I'm gonna download this only one more time, did it yesterday, now I'm doing it again, today.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: mipen on November 22, 2014, 04:45:24 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
Something I've realised after reading your post, is that the game must be restarted after activating the mod in the mods menu. This is because I have added a GameObject which injects the recipes in to the vanilla tables when the game loads. So, the process for installing this mod is:
-Delete any old versions first.
-Download the latest version from the provided link.
-Open the zip folder and drag into your RimWorld mods folder.
-If you wish to use the Miner part of the mod, go into the Mechanical-Defence-2-master folder, and open Addons -> OreExtractor. Drag the two folders inside this zip file into Mechanical-Defence-2-master -> Defs, select yes to merge all. There shouldn't be anything that needs to be overwritten.
-When all of this is done, run RimWorld, go into the mods menu and Activate Mechanical Defense 2
-Close RimWorld completely (exit to desktop), then run it again. When it opens, press the tilde key ('~') to open the console. In the console, there should be a message that says: "Started MD2 recipe resolver". If you get that message, that means the mod has started correctly and will run. If you do not get that message, something has gone wrong, and you will need to try the install process again. If it doesn't work again, message me and I will see what I can do to help.

I'll stick that onto the mod post so everyone can see how to install the mod properly. What troubles have you had with the Fissure Generator?
I've just downloaded it and play tested it, and everything is in working order for me, so hopefully everything will be fixed for you aswell :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 04:50:56 AM
I rebuilt the table, and all MD2 research is totally done, plus more.  But nothing, I can't build droids, nor can I find an extractor anywhere on my list of buildings, didn't even see research for it.  I'm gonna download this only one more time, did it yesterday, now I'm doing it again, today.
Did you added Ore extractor folders from addon.zip from "addon" folder within a mod folder?

Damn, i'm bad with english.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: mipen on November 22, 2014, 04:52:15 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
I did have near same problem, when bills didn't show something new from Mech-Def, rebuilding that table helped.

Also, Ore extractor not just resets settings which Material to extract to Metal, but stops working (spawning mats) at all, not stopping consuming power though. It's related to save/load.
I've posted some installation instructions on the mod page. If you don't follow those steps when you install, it can lead to problems in game :) I'll look at the extractor and see if I can't fix it not saving the settings
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 05:14:43 AM
Maybe there is simple way to, like, copy your walls def within mod to make sort of "mech.wall_1" as i'm want to make it spawn embrasure instead of a passable empty tile? Or it's .dll reliable and i should ask for such an feature? Then i'm, would like an option of a wall that not just retracts itself into the ground, but also holds an embrasure on top, and it becomes available to shoot through them while solid wall is retracted/hidden.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: mipen on November 22, 2014, 05:41:33 AM
Maybe there is simple way to, like, copy your walls def within mod to make sort of "mech.wall_1" as i'm want to make it spawn embrasure instead of a passable empty tile? Or it's .dll reliable and i should ask for such an feature? Then i'm, would like an option of a wall that not just retracts itself into the ground, but also holds an embrasure on top, and it becomes available to shoot through them while solid wall is retracted/hidden.
I've messaged Jaxxa about it, and if he says that it's okay then I'll add it in :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 10:08:21 AM
Thats great to hear, but on the dark side droids started sharing their custom names again. Pre-crematorio naming was fine, btw.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: skullywag on November 22, 2014, 10:44:00 AM
Just so you know the embrasures texture and code is free to use by anyone, Jaxxa didnt make it, it was Punisher, see here:

https://ludeon.com/forums/index.php?topic=6661.0
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 12:26:19 PM
False alarm about Ore extractor stopping production, looks like i've noted nothing near them right after loading game and then when droids already carried materials away. Still, settings resets to Metal each time.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: Vas on November 22, 2014, 03:09:02 PM
3 things,

The event that kills all animals, kills all droids and destroys half my base because of their explosions.

What does the small, medium, and large fissure do, like what's the difference between them?

And, the ore extractor absolutely refuses to export any metal if I build a wall 2x thick all the way around it, and leave a loader from the conveyor at the original metal spawn spot, I was hoping it'd drop the metal right into the loader.  Otherwise, conveyors become useless because you can't automate things.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: Kulverstukass on November 22, 2014, 04:03:05 PM
And, the ore extractor absolutely refuses to export any metal if I build a wall 2x thick all the way around it, and leave a loader from the conveyor at the original metal spawn spot, I was hoping it'd drop the metal right into the loader.  Otherwise, conveyors become useless because you can't automate things.
Theoretically, you may build charge pad and place logist on it within that 2-tiles radius next to conveyor "loading bay", being counted as an empty tile it will be filled by extractor. Didn't tried this though. Cost of it will be "Droid always charging", reserving his 750w.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.1 - The Crematorius)
Post by: mipen on November 23, 2014, 03:39:09 AM
Thats great to hear, but on the dark side droids started sharing their custom names again. Pre-crematorio naming was fine, btw.
In the latest release (2.2.3) this should now be fixed :)
False alarm about Ore extractor stopping production, looks like i've noted nothing near them right after loading game and then when droids already carried materials away. Still, settings resets to Metal each time.
This should also be fixed in the latest version :)
3 things,

The event that kills all animals, kills all droids and destroys half my base because of their explosions.

What does the small, medium, and large fissure do, like what's the difference between them?

And, the ore extractor absolutely refuses to export any metal if I build a wall 2x thick all the way around it, and leave a loader from the conveyor at the original metal spawn spot, I was hoping it'd drop the metal right into the loader.  Otherwise, conveyors become useless because you can't automate things.
1) I'm sorry, but I have to admit that made me laugh a bit :P Do you know what event that is called? I'm not sure which one it is that kills all animals, I've never had that one ;o
2) Different fissure sizes produce different materials. The larger the fissure size, the rarer the materials that are available to be produced. So currently a small fissure can only produce metal and rock chunks, whereas a large fissure can produce metal, rock chunks, silver, gold, uranium and plasteel. When using the Fissure Generator, the larger the fissure size you select, the longer the process will take.
3) In the latest version (2.2.3) I have changed how the extractor works. It now has an interaction square which is where materials will be placed, and they will add up to make one massive stack. If a conveyor loader is directly attached to it, it will place materials on that instead
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.3 - The Crematorius)
Post by: Vas on November 23, 2014, 04:08:29 AM
1) https://ludeon.com/forums/index.php?topic=3859.0
Animal Genocide :P  From the TTM mod.  It has a lot of issues with the droids in this mod.  :P  Don't suppose you'd be able to find a way to make some sort of compatibilities?  Or maybe work with him to make it ignore the droids in all events?

3) Very good, that'll help make conveyors more useful.  :P

2) Is there any risk to larger fissures or disadvantages at all?  Might be interesting if the fissure image was also larger or maybe a differently shaped hole based on the size.  Here are two crappy images I just edited.  xP
(https://dl.dropbox.com/u/30270697/images/Fissure2.png) &
(https://dl.dropbox.com/u/30270697/images/Fissure3.png)
Basically, a medium would be a sort of X crack in the ground, and the large one would be * shaped.  :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.3 - The Crematorius)
Post by: mipen on November 23, 2014, 04:45:40 AM
1) https://ludeon.com/forums/index.php?topic=3859.0
Animal Genocide :P  From the TTM mod.  It has a lot of issues with the droids in this mod.  :P  Don't suppose you'd be able to find a way to make some sort of compatibilities?  Or maybe work with him to make it ignore the droids in all events?

3) Very good, that'll help make conveyors more useful.  :P

2) Is there any risk to larger fissures or disadvantages at all?  Might be interesting if the fissure image was also larger or maybe a differently shaped hole based on the size.  Here are two crappy images I just edited.  xP
(https://dl.dropbox.com/u/30270697/images/Fissure2.png) &
(https://dl.dropbox.com/u/30270697/images/Fissure3.png)
Basically, a medium would be a sort of X crack in the ground, and the large one would be * shaped.  :P
Oh right :P I'll have a look at seeing how I can stop droids from being affected by that event. Are there any others that affect them?
I like the look of those. I'll change the fissures so they have different textures, maybe even have multiple different ones for each size to give some more variety :O The only disadvantage to the different sizes at the moment is the amount of time it takes to create it. But later on I am going to add some random events that happen based on the size of the fissure; the larger the fissure, the greater the severity of the event >:)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2 - The Crematorius)
Post by: mipen on November 23, 2014, 04:46:22 AM
Maybe there is simple way to, like, copy your walls def within mod to make sort of "mech.wall_1" as i'm want to make it spawn embrasure instead of a passable empty tile? Or it's .dll reliable and i should ask for such an feature? Then i'm, would like an option of a wall that not just retracts itself into the ground, but also holds an embrasure on top, and it becomes available to shoot through them while solid wall is retracted/hidden.
Version 2.2.4 now has embrasures as an option for mechanical walls :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4 - The Crematorius)
Post by: Kulverstukass on November 23, 2014, 05:55:48 AM
Thank you!
(http://clubofseals.com/sites/default/files/styles/large/public/field/image/it's%20party%20time.jpg)
Resizing image didn't worked, sorry guys.


Wait-wait-wait, where are they? Can't find in structures, newly crated doesn't have anything about turning into embrasure, nor i'm seeing anything related in .xml.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.3 - The Crematorius)
Post by: Vas on November 23, 2014, 11:45:45 AM
Oh right :P I'll have a look at seeing how I can stop droids from being affected by that event. Are there any others that affect them?
I like the look of those. I'll change the fissures so they have different textures, maybe even have multiple different ones for each size to give some more variety :O The only disadvantage to the different sizes at the moment is the amount of time it takes to create it. But later on I am going to add some random events that happen based on the size of the fissure; the larger the fissure, the greater the severity of the event >:)

Pretty much any event that effects colonists effects the droids.  3 times now my base has been destroyed due to droids randomly exploding because of that specific event though.

Something else I noticed, the combat droid takes 35 circuits, but can not be crafted if you have circuits in one of the deep storage units, because they only stack up to 25 so you have to create a 2 pile sized thing minimum.  You should increase the stack size of circuits so that they can be stacked more.  I'd say 50, cause it isn't that difficult to stack up some circuits.

I don't like the texture I did, I just spun your image around and erased parts of it to kinda blend it.  :P  Was just giving an example though.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4 - The Crematorius)
Post by: mipen on November 23, 2014, 01:31:23 PM
Thank you!
(http://clubofseals.com/sites/default/files/styles/large/public/field/image/it's%20party%20time.jpg)
Resizing image didn't worked, sorry guys.


Wait-wait-wait, where are they? Can't find in structures, newly crated doesn't have anything about turning into embrasure, nor i'm seeing anything related in .xml.
After building the mechanical wall, it's another command after selecting it. The  hotkey for it is 'G'
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4 - The Crematorius)
Post by: Kulverstukass on November 23, 2014, 02:11:02 PM
After building the mechanical wall, it's another command after selecting it. The  hotkey for it is 'G'
Are you sure you've updated github for that, there is no such an option, i've just re-downladed zip and created new world for that, no options, pressing G leads to nothing. Actually to camera zoom-in as it's game default key to that.



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4 - The Crematorius)
Post by: mipen on November 23, 2014, 05:57:36 PM
After building the mechanical wall, it's another command after selecting it. The  hotkey for it is 'G'
Are you sure you've updated github for that, there is no such an option, i've just re-downladed zip and created new world for that, no options, pressing G leads to nothing. Actually to camera zoom-in as it's game default key to that.
Argh, my bad. It looks like I didn't upload it to github >.< sorry about that, I'll get on it as soon as I get home
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Kulverstukass on November 24, 2014, 02:13:49 PM
Yep, everything good.
It's definitely must-have mod, ergonomically changeable walls and those Crematorius'es, that walking gateway to hell in a form of rusty bucket, they saves a huge amount of my nerves after each raid.

I'm completely unsure, as i'm not a modder, but it looks like there some typos in embrasures.xml, like, it starts with "thingDef" and ends with "/thingDefs", with overall isn't it should be "buildings"..."/buildings"? Game spawned yellow alert about this xml and about something in line 146, where only "/thingDefs" placed. I've changed it to S and added "buildings"..."/buildings" to the file for being curious and it works.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Ded1 on November 24, 2014, 04:09:45 PM
So i was wondering if this mod would have any incompatibilities with my modpack?  Figured i would ask before i tried to add it in and tried to deal with the issues.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: mipen on November 24, 2014, 05:23:34 PM
So i was wondering if this mod would have any incompatibilities with my modpack?  Figured i would ask before i tried to add it in and tried to deal with the issues.
The only incompatibility I can think of is that one of the incidents in TTM (animal genocide I think it's called) also kills all the droids on the map. And when they die, they explode. Other than that, I don't think there should be anything to worry about. I do add some recipes to the vanilla tables, but that is done dll side so as long as the vanilla table defNames haven't changed, then everything should be fine. I'd load the mod last however. Oh, and make sure to follow the installation instructions :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: mipen on November 24, 2014, 05:29:09 PM
Yep, everything good.
It's definitely must-have mod, ergonomically changeable walls and those Crematorius'es, that walking gateway to hell in a form of rusty bucket, they saves a huge amount of my nerves after each raid.

I'm completely unsure, as i'm not a modder, but it looks like there some typos in embrasures.xml, like, it starts with "thingDef" and ends with "/thingDefs", with overall isn't it should be "buildings"..."/buildings"? Game spawned yellow alert about this xml and about something in line 146, where only "/thingDefs" placed. I've changed it to S and added "buildings"..."/buildings" to the file for being curious and it works.
Thanks! :) I'm glad to hear you enjoy it :) I'll have a look at the Def, it is very possible I've made a mess of it :P
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Ded1 on November 24, 2014, 06:11:22 PM
The only incompatibility I can think of is that one of the incidents in TTM (animal genocide I think it's called) also kills all the droids on the map. And when they die, they explode. Other than that, I don't think there should be anything to worry about. I do add some recipes to the vanilla tables, but that is done dll side so as long as the vanilla table defNames haven't changed, then everything should be fine. I'd load the mod last however. Oh, and make sure to follow the installation instructions :)

OK well tbh the animal genocide is so rare (and doesn't really do anything useful, just leaves a LOT of corpses for you to clean cause there is no way you can butcher them all) i could get rid of it and nobody would notice.  So after i do that i am thinking of adding it in if you don't mind.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: mipen on November 24, 2014, 06:25:34 PM
The only incompatibility I can think of is that one of the incidents in TTM (animal genocide I think it's called) also kills all the droids on the map. And when they die, they explode. Other than that, I don't think there should be anything to worry about. I do add some recipes to the vanilla tables, but that is done dll side so as long as the vanilla table defNames haven't changed, then everything should be fine. I'd load the mod last however. Oh, and make sure to follow the installation instructions :)

OK well tbh the animal genocide is so rare (and doesn't really do anything useful, just leaves a LOT of corpses for you to clean cause there is no way you can butcher them all) i could get rid of it and nobody would notice.  So after i do that i am thinking of adding it in if you don't mind.
Yeah that would be fine :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Ded1 on November 24, 2014, 06:37:03 PM
Cool i will toss you a pm when it is in with a link to the thread (a courtesy i give everyone whose mod i include).
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: SaymonCZ on December 07, 2014, 10:41:09 AM
If only it would be compatible with The Great War mod :(
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Iwillbenicetou on December 07, 2014, 03:55:21 PM
It is. I have it, and it works perfectly. What are you experiencing?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: SaymonCZ on December 08, 2014, 08:04:55 AM
I cant make sand piles in the stonecutting bench
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: palandus on December 08, 2014, 09:24:04 PM
Tried mod. Really enjoying it. Few suggestions / bugs to mention:

Worker Droid:
1) The Worker Droid seems to prioritize to cleaning over hauling. Initially I thought they couldn't haul, but they can... after they have cleaned up every single surface.
2) Also, if you disable cleaning in the Background menu (or w/e its called) they'll just wander aimlessly IF there is still cleanable spots around.

All Droids:
-> I think you cannot manually order any of them to do a specific task or activity if they can do it. If some can, then some definitely cannot such as the Worker Droid.
-> You can order all droids into combat stance, even though most of them cannot attack.

Fissure Generator:
-> The amount of time to build a Steam Geyser is a bit excessive, compared to a Large Fissure. I'd suggest making it the same speed as a Medium or Large Fissure
-> If a fire reaches the middle point of the fissure generator, it is doomed to be destroyed. Maybe consider making it non-flammable?

Fissure Miner (or w/e its called)
-> Amount of resources produced per the cost to build one is a bit excessive. If anything, increase the amount of metal (and just metal, not silver, or uranium, etc...) you gain per mining cycle.
-> Perhaps have a way to seal a fissure once you are done with it.

Suggestions:
-> Mechanical Turret = This turret can be burrowed underground, and then toggled up above ground when needed, so that people could walk over top of where the turret is normally.
-> Mechanical Supports = These could be fitted into a Tunnel like structure and could be deactivated or activated at a moment's notice. These would be useful for collapsing a tunnel on an invader, or simply collapsing a rock ceiling that you don't want anymore, but don't want to accidently crush your poor colonists when they remove the supports. So the Mechanical support will automatically either support a roof or stop supporting a roof.
-> Mechanical Floors = This flooring is special in that in can either be a quick and safe walkable surface, or turn over and turn into a difficult surface to walkover. ie One side of the flooring is smooth surface, the other side has spikes all over it, making walking hazardous and thus making travel on foot a lot slower.
-> Mechanical Mortars = Similar to the Mechanical Turret suggested above, but now do it with Mortars. Useful for hiding mortars from an enemy's mortar attack, or simply to walk over that surface.
-> Mechanical Moat = Similar to Mechanical Floor, except instead of making walking hazardous, it prevents movement from entering the square entirely. Any one on a square of this stuff when you activate it falls into a pit taking damage to both legs, with a high chance of incap. Reactivating it into flooring causes the person trapped inside to be pushed to the surface.

Partial Mod Conflict:
-> Immersive Crafting: The Machining Research is only unlocked if you Research Modern Weaponry, otherwise it is not visible. If a player doesn't realize this, they may wonder why this is. Thought I should mention it as it confused the heck out of me. 
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.4.1 - The Crematorius)
Post by: Iwillbenicetou on December 08, 2014, 11:10:53 PM
I cant make sand piles in the stonecutting bench
That's another mod conflict.
-snip- :)
Totally agree with what you said, especially the new ideas. If they pass, time to farm some prisoners to harvest all their organs. ;D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on December 10, 2014, 01:04:22 AM
Thanks for letting me know about the problems guys! :) I've just put up an update that fixes some of the minor ones. About the recipes not appearing in the vanilla tables - try to load the mod last, and make sure you have followed the installation instructions. My method is a bit of a workaround, but I don't want to spend any time trying to figure it out as Tynan has made it possible in A8 to add recipes to other tables without having to overwrite their defs. So I am just going to wait for that, whenever it comes. If you cannot get it working, you may just have to go into the dev console and spawn some sand in D:
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: SaymonCZ on December 10, 2014, 06:19:03 AM
No it is not another mod conflict. It hapends only with Mechanica Defence 2 mod and The great war mod
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: kaelinferno125 on December 10, 2014, 06:57:22 AM
@SaymonCZ,my mod order:
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>Apparello</li>
    <li>AtomicPower</li>
    <li>GlitterTech</li>
    <li>Mechanical-Defence-2-master</li>
    <li>MoreBlastingCharges</li>
    <li>MoreDeco</li>
    <li>MoreStorage</li>
    <li>MoreTurrets</li>
    <li>MoreWeapons</li>
    <li>PurpleIvy</li>
    <li>Refrigeration</li>
    <li>LordFappington_Romance</li>
    <li>Shipyard</li>
    <li>Floorspikes</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>ED-AutoLoader</li>
    <li>ED-Core</li>
    <li>ED-DeepStrike</li>
    <li>ED-Embrasures</li>
    <li>ED-EMRG turret</li>
    <li>ED-LaserDrill</li>
    <li>ED-MortarAmmo</li>
    <li>ED-PersonalShields</li>
    <li>ED-Shields</li>
    <li>ED-WirelessPower</li>
    <li>Orcs</li>
    <li>Zombie Apocalypse</li>
    <li>Norbals</li>
    <li>The Great War 7.1.2</li>
    <li>MoreHair</li>
    <li>Suicide Bomb_v1.1b</li>
    <li>NaturalTerrainFlooring</li>
    <li>XtraTrees</li>
    <li>Tech Tree Minami A7</li>
    <li>TTMpatch_AnimalHusbandry</li>
    <li>TTMpatch_Clutter</li>
    <li>TTMpatch_CustomEvents</li>
    <li>TTMpatch_ExtendedStoneworking</li>
    <li>TTMpatch_GlassworksVII</li>
    <li>A2B</li>
    <li>TTMpatch_M&amp;Co. Deepdriller+MMS</li>
    <li>TTMpatch_MachineGunNests</li>
    <li>TTMpatch_ProjectArmory215</li>
    <li>Miscellaneous_w_MAI</li>
    <li>NewRecipeNurse</li>
    <li>TTMpatch_SurgeryExtendedAndBionics</li>
    <li>Apothecarius</li>
    <li>BrainRemoval</li>
    <li>Eugenics</li>
    <li>Immersive Body</li>
    <li>Universal Synthesizer</li>
    <li>44-ResourceStockpileAmmounts</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
can still make sand piles in the stonecutting bench -_-
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Clibanarius on December 14, 2014, 06:35:15 AM
As one of my new favorite mods, I sure hope this gets updated sometime soon for Alpha 8! I'm wanting to have those worker droids available toward the middle of my colony's life!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Patriota on December 14, 2014, 08:19:34 AM
I want some helpful droids in my colony, I want Mechanical Defense for alpha 8. ;)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: TehJoE on December 14, 2014, 10:16:35 AM
Is there any way to keep the Crematorius from cremating my hunted animals? My colonists are starving but these dead raiders are starting to smell.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Goo Poni on December 14, 2014, 10:19:51 AM
Is there any way to keep the Crematorius from cremating my hunted animals? My colonists are starving but these dead raiders are starting to smell.

You can forbid the animals while the cremators do their work on the raider bodies then draft them and send them back to the charging stations. Deactivate them there to stop them wandering around the base idly and then you can collect the game you've been hunting. Deactivating them stops whatever they were doing and stops them draining their energy.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: TehJoE on December 14, 2014, 10:52:50 AM
Is there any way to keep the Crematorius from cremating my hunted animals? My colonists are starving but these dead raiders are starting to smell.

You can forbid the animals while the cremators do their work on the raider bodies then draft them and send them back to the charging stations. Deactivate them there to stop them wandering around the base idly and then you can collect the game you've been hunting. Deactivating them stops whatever they were doing and stops them draining their energy.

Huh. I always forget forbidding is something I can do. Thanks for the (obvious in hindsight) tip.

As a feature suggestion for the mod, perhaps an allowed types menu similar to the butcher table would be a welcome addition to the Crematorius, if it's possible to add such a thing to a Pawn rather than a building.

Edit: Being able to attach bionic arms/legs to droids to "upgrade" them would kick several degrees of ass as well.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Dude1925 on December 14, 2014, 11:28:51 AM
Is this going to be updated for A8 soon? It was one of my favorite mods to use in worlds that lacked food.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: kokuto on December 15, 2014, 12:38:28 AM
More mods for droids, the better I say. Given... colonists are a bit troublesome.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Patriota on December 17, 2014, 01:33:46 PM
Droids, droids, droids we need droids. Cybernetic colony is so good.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Dude1925 on December 18, 2014, 02:49:27 PM
Do you have an eta on whrn it will be upadated for a8?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Ded1 on December 18, 2014, 07:21:24 PM
Just be patient guys, it seems like mods that add the ability to make "colonists" have a lot of work to convert and make work again.  It will be out when its done.  Bugging him wont make it go faster.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: TehJoE on December 19, 2014, 09:13:42 AM
Yeah, this game is still in alpha. It would be surprising if an update didn't break compatibility with every mod in existence, since the base game isn't even done. Hopefully once this game goes 1.0 full release, some kind of backward compatibility can be established so we don't have the Minecraft situation where every update goes ignored by the community until the popular mods update :P

That said, this mod is the only reason I'm still playing Alpha 7 ;D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: 123nick on December 23, 2014, 03:48:06 PM
is it possible to have this mod with everything except the drones? although they are nice, i prefer the MAI drones mod a litttle bit more.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Ded1 on December 23, 2014, 07:25:05 PM
I use both myself cause while the MAI drones can do everything with a bit of research, they are far more costly.  So i use these for general tasks and if i have spare AI cores lying around i will build MAIs to supplement my group.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: BartKrap on December 24, 2014, 04:38:56 PM
When will this be updated to alpha 8, I am waiting. Mechanical walls are the best. Please do it asap!!!!!!!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Pilz on December 29, 2014, 07:19:17 AM
I really want those droids, they look so cool =/
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: lourenco on December 29, 2014, 09:14:11 AM
Please, make this available for alpha 8. Need mechanical walls!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Yas on January 03, 2015, 02:22:08 AM
Please, make this available for alpha 8. Need mechanical walls!

+ 1 :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: ArcAngelSlayer on January 04, 2015, 09:17:17 AM
This mod looks great! Helper droids look so useful! No idea why they aren't in the game proper.

Can't play for a good while though so more than happy to wait. Can't wait to try it in the future. Keep up the great work!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Loki88 on January 04, 2015, 10:18:34 AM
Would it be possible for droids to become a stand alone mod? (PS: shinzy textures are always awesome aren't they? :P )
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Vaperius on January 04, 2015, 03:58:44 PM
Well if he doesn't confirm or deny that this is a dead mod soon someone is going to need to take up the mantle and update it because it's been over a month since the last update...if he was planning on updating it anytime soon...well yeah... he would of by now...sooo...yeah...idk...anyone have an update on if he is still maintaining this actually?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on January 06, 2015, 12:49:46 AM
Hey guys, thanks for showing all your support for the mod, it's great to see so many people enjoyed it :D I am on holiday at the moment so I can't work on it right now, but I am hoping to update it in a week or two :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Vaperius on January 06, 2015, 01:11:19 AM
Hey guys, thanks for showing all your support for the mod, it's great to see so many people enjoyed it :D I am on holiday at the moment so I can't work on it right now, but I am hoping to update it in a week or two :)

*hugs* ....THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Can finally make my temperature traps :3
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: ronstergreen on January 08, 2015, 10:31:26 PM
Looks cool but can you PLEASE update it to Alpha 8 :) thanks!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on January 09, 2015, 12:04:40 AM
Coming soon! :) I'm still on holiday for at most another week and then I will be able to work able to work on updating it! :D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Hootcoot on January 09, 2015, 12:13:04 AM
My favorite mod by far!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Hargut on January 09, 2015, 12:13:28 AM
+ yay!
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Duros001 on January 10, 2015, 03:08:55 AM
This mod looks incredible! I've recently come back to rimworlds (the last build I used to play was WAY back in A4!) This game has already become something fantastic, and it's made all the better by moders such as yourself bringing these unbelievable features to the game.

Also (because I was blinded by the AWSOME features) I downloaded this for A8 and almost cried when I saw that it was still for alpha 7 lol, really looking forward to this :D
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: bullet on January 10, 2015, 02:47:54 PM
Sorry if this question was already. How about compatibility with other mods (like MAI \ Miscellaneous) and mods with integrated embrasures? wouldn't it be duplicated or some bugs\lags?

I really like the idea about walls and I am just delighted with of the Droids, but other features are not well suited to my style of play. Is it possible to turn them off? Perhaps it's easy to delete some files or part of some code without  getting bugs?
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on January 10, 2015, 04:19:56 PM
Sorry if this question was already. How about compatibility with other mods (like MAI \ Miscellaneous) and mods with integrated embrasures? wouldn't it be duplicated or some bugs\lags?

I really like the idea about walls and I am just delighted with of the Droids, but other features are not well suited to my style of play. Is it possible to turn them off? Perhaps it's easy to delete some files or part of some code without  getting bugs?
As far as I know, the mod works fine with miscellaneous. What sort of compatibility were you thinking of?
The mechanical embrasures can't be built, only activated by the mechanical walls, so there is no duplicate in the build menu.
When I update to A8, I am going to include compatibility with this launcher (https://ludeon.com/forums/index.php?topic=8524.0), which will allow for easy enabling/disabling of all the parts of the mod :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: MajorMonotone on January 10, 2015, 05:49:26 PM
Sorry if this question was already. How about compatibility with other mods (like MAI \ Miscellaneous) and mods with integrated embrasures? wouldn't it be duplicated or some bugs\lags?

I really like the idea about walls and I am just delighted with of the Droids, but other features are not well suited to my style of play. Is it possible to turn them off? Perhaps it's easy to delete some files or part of some code without  getting bugs?
As far as I know, the mod works fine with miscellaneous. What sort of compatibility were you thinking of?
The mechanical embrasures can't be built, only activated by the mechanical walls, so there is no duplicate in the build menu.
When I update to A8, I am going to include compatibility with this launcher (https://ludeon.com/forums/index.php?topic=8524.0), which will allow for easy enabling/disabling of all the parts of the mod :)
Do you have any other plans for the mod? Will you add other robots or other mechanical things?
Great mod btw, loved it in alpha 7.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on January 10, 2015, 08:18:03 PM
Do you have any other plans for the mod? Will you add other robots or other mechanical things?
Great mod btw, loved it in alpha 7.
I most certainly do have more ideas! :D some are a bit ambitious but others will be quick and easy to add :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: palandus on January 10, 2015, 10:27:04 PM
Some mechanical suggestions:

Medieval Artillery Weapons (all mechanical in nature; and could be built out of wood instead of steel):
-> Ballista
-> Catapult
-> Trebuchet

Mechanical Doors:
-> Vault Doors (ie Bank Vaults, or Vaults in Fallout Universe)
-> Hangar Doors (ie Doors of Aircraft Hangars; big and heavy)
-> Swivel Doors (ie Ones you occasionally see in larger Airports or some Malls or some Hotels)
-> Door w/ Peephole (A door that allows a person to shoot out of via a small peephole, to say kill people trying to knock the door down)

Defenses:
-> Electrified Sandbags (Like normal sandbags, but causes electricity damage if someone tries to cross over it)
-> Automatic Pressured Roof (Like a roof, but can open up at a button toggle, allowing you to build artillery within a building, open the roof up which allows the artillery to fire from there; while the roof is present, artillery cannot fire, this could give your own artillery protection from other people's artillery and keep your artillery crews safe both going to the artillery and leaving it)
-> Repair Station (Like a Hospital Bed, but Robots use it whenever they take damage automatically, just like a colonist would automatically go to a hospital bed if wounded)
-> Refit Station (Allows you to install better weapons into your Combat Droids; can only install weapons you have on hand at the time)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: mipen on January 11, 2015, 07:22:44 AM
Some mechanical suggestions:

Medieval Artillery Weapons (all mechanical in nature; and could be built out of wood instead of steel):
-> Ballista
-> Catapult
-> Trebuchet

Mechanical Doors:
-> Vault Doors (ie Bank Vaults, or Vaults in Fallout Universe)
-> Hangar Doors (ie Doors of Aircraft Hangars; big and heavy)
-> Swivel Doors (ie Ones you occasionally see in larger Airports or some Malls or some Hotels)
-> Door w/ Peephole (A door that allows a person to shoot out of via a small peephole, to say kill people trying to knock the door down)

Defenses:
-> Electrified Sandbags (Like normal sandbags, but causes electricity damage if someone tries to cross over it)
-> Automatic Pressured Roof (Like a roof, but can open up at a button toggle, allowing you to build artillery within a building, open the roof up which allows the artillery to fire from there; while the roof is present, artillery cannot fire, this could give your own artillery protection from other people's artillery and keep your artillery crews safe both going to the artillery and leaving it)
-> Repair Station (Like a Hospital Bed, but Robots use it whenever they take damage automatically, just like a colonist would automatically go to a hospital bed if wounded)
-> Refit Station (Allows you to install better weapons into your Combat Droids; can only install weapons you have on hand at the time)
Thanks for the suggestions! I really like the ideas about the catapults / ballistas, I have a couple of ideas on how I could implement those :) and I have always wanted to do a large door that swings open/to the side like a vault, so I will definitely work on trying that, I've just always put it off because I'm not so sure where to start with it.. :(
But anyway, thanks for the great suggestions! :D if you have any more be sure to let me know about them :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: chaotix14 on January 12, 2015, 05:19:13 AM
Those mechanical walls look like an amazing weapon in my eyes. Funnel enemies through mechanical wall into a room. Lock room. Apply massive amounts of heating/cooling. Watch em die.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Yas on January 12, 2015, 01:25:23 PM
Those mechanical walls look like an amazing weapon in my eyes. Funnel enemies through mechanical wall into a room. Lock room. Apply massive amounts of heating/cooling. Watch em die.

One say: Its a cheat, other say: Its tactics :)

For me those walls mean fortifications with side- and backdoors :) so my ppl can use shortcuts. And since I love to dig myself in and build massive defences... I really long for this mod :)
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Timber on January 13, 2015, 12:50:25 PM
Still waiting for drones to be modular :(
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: chaotix14 on January 13, 2015, 01:31:20 PM
This may be a dumb question, but is this mod up to date with alpha 8. I'm kinda wondering since it says it's alpha 7 on the title, but there's been an update way after alpha 8 was released. I've been hesitant to download and put it into the game, cuz I don't want to corrupt or otherwise damage the saves I have running ATM.
Title: Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.2.5 - The Crematorius)
Post by: Yas on January 13, 2015, 04:01:32 PM
This may be a dumb question, but is this mod up to date with alpha 8. I'm kinda wondering since it says it's alpha 7 on the title, but there's been an update way after alpha 8 was released. I've been hesitant to download and put it into the game, cuz I don't want to corrupt or otherwise damage the saves I have running ATM.

Nope, its A7 and _not_ uptodate. We all wait for creator to update it. But hes lazy and doesnt get his bum out of the sun :) :) :).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: mipen on January 14, 2015, 02:27:32 AM
Finally updated to Alpha 8! :D Let me know if you find any bugs / have any questions or suggestions. Have fun! :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: Hargut on January 14, 2015, 02:30:17 AM
TROLOLOLOLOL FIRST! GOOD I WAS AWAKE ALNIGHT, SO WORTH IT
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: Cybergoth on January 14, 2015, 03:04:43 AM
Interesting mod, better check this out.
Features sounds cool.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 14, 2015, 07:50:44 AM
Bug with the coal burner. It should only be unlocked after the right research, but is unlocked from the start. It's coal feeder however is techlocked, so functionally it's still unusable until you research the tech, but I doubt that's intended that way.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: mipen on January 14, 2015, 08:11:28 AM
Bug with the coal burner. It should only be unlocked after the right research, but is unlocked from the start. It's coal feeder however is techlocked, so functionally it's still unusable until you research the tech, but I doubt that's intended that way.
Ach, silly me heh. I've just fixed that and uploaded it
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Berengar on January 14, 2015, 08:20:00 AM
Ahh finaly! :D Just loving that mod.
But an small sugestion, why not add an own sprite for every robot class like the cleaner, miner and so on.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 14, 2015, 08:44:08 AM
Bug news bear is back. Again on the coal burners, I noticed it previously, but thought it might be due to the same bug that allowed it to be available for construction prior to research. They aren't rotatable. So my question here is, bug or coding limitation?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: Yas on January 14, 2015, 10:34:18 AM
Finally updated to Alpha 8! :D Let me know if you find any bugs / have any questions or suggestions. Have fun! :)

Thank u so much! Waited for it a while :).

Since u ask for suggestions; I have some.

Could the Ore extraktor (maybe even the coal stuff) become compatible to A2B Conveyer? And would it be possible to make the digging thingy (fissure generator) 2x2 tiles? Because geysirs are 2x2 too and I always in trouble to figure out where exactly the hole is in the end. And I love my steam generators neat in order with enough space around for maintance :)

Since I am wishing stuff: How about some fire sprinkling system? Isnt it odd that we voyage through space and have full-AI Towers and Robots, but people have to dance on fite to extinction it. It could be for indoor like rain? Or like the other (outdated) mod, a fire-extinguisher throwing around foam.

And maybe we could have a package with sole mods? I mean, like u put in the whole buch of MD2, but u can choose the stuff u like? Could help to figure out compatibility and stuff.

And could u make my people stop running across the whole map, repair 1/10 damaged things, run back to eat, come back to repair another part and return for harvest _one_ plant to come back and repair the 3rd thing?

Oh. And a veto-system would be nice. If I tell one to do that, I dont care who else wanna do the job. Im the big cheese on map and I dont want to people disobeye me :), no, serious: It would be great to overwrite the automatic reservation manual.

And some kind of priority zone. To tell people that this building has to be done before the other. Or at least the option to "pause" stuff without canceling it. I dont want my builders running out of base during attack (nor I want to "r" them all if not needed)

And as we are at, to give an order not only for 1 thing but a whole zone. E.g. To order my pawn to fix the whole wall before he dare to come back.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 14, 2015, 11:32:45 AM
Finally updated to Alpha 8! :D Let me know if you find any bugs / have any questions or suggestions. Have fun! :)

Thank u so much! Waited for it a while :).

Since u ask for suggestions; I have some.

Could the Ore extraktor (maybe even the coal stuff) become compatible to A2B Conveyer? And would it be possible to make the digging thingy (fissure generator) 2x2 tiles? Because geysirs are 2x2 too and I always in trouble to figure out where exactly the hole is in the end. And I love my steam generators neat in order with enough space around for maintance :)

Since I am wishing stuff: How about some fire sprinkling system? Isnt it odd that we voyage through space and have full-AI Towers and Robots, but people have to dance on fite to extinction it. It could be for indoor like rain? Or like the other (outdated) mod, a fire-extinguisher throwing around foam.

And maybe we could have a package with sole mods? I mean, like u put in the whole buch of MD2, but u can choose the stuff u like? Could help to figure out compatibility and stuff.

And could u make my people stop running across the whole map, repair 1/10 damaged things, run back to eat, come back to repair another part and return for harvest _one_ plant to come back and repair the 3rd thing?

Oh. And a veto-system would be nice. If I tell one to do that, I dont care who else wanna do the job. Im the big cheese on map and I dont want to people disobeye me :), no, serious: It would be great to overwrite the automatic reservation manual.

And some kind of priority zone. To tell people that this building has to be done before the other. Or at least the option to "pause" stuff without canceling it. I dont want my builders running out of base during attack (nor I want to "r" them all if not needed)

And as we are at, to give an order not only for 1 thing but a whole zone. E.g. To order my pawn to fix the whole wall before he dare to come back.

Funny thing is, if you wanted you yourself could make the fissure generator as small or as large as you want. Grab the free microsoft xml editor, hop into the files and edit the dimensions of the building.

Oh, and there is a fire extinguisher mod. https://ludeon.com/forums/index.php?topic=6034.0 (https://ludeon.com/forums/index.php?topic=6034.0)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Romi on January 14, 2015, 11:33:02 AM
Great i have been waiting for this mod :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: BajtMe on January 14, 2015, 11:39:21 AM
Awesomeness!  :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: Yas on January 14, 2015, 03:58:50 PM
Funny thing is, if you wanted you yourself could make the fissure generator as small or as large as you want. Grab the free microsoft xml editor, hop into the files and edit the dimensions of the building.

Oh, and there is a fire extinguisher mod. https://ludeon.com/forums/index.php?topic=6034.0 (https://ludeon.com/forums/index.php?topic=6034.0)

Thanks, I adjusted the size to my needs and it seems to work. Also thanks for the fire extinguisher, that already helps a lot. Still Im looking for an automated / un-manned version - or a real sprinkler.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 14, 2015, 04:03:44 PM
Thanks, I adjusted the size to my needs and it seems to work. Also thanks for the fire extinguisher, that already helps a lot. Still Im looking for an automated / un-manned version - or a real sprinkler.

NP, wish I could help you with the sprinkler or some other unmanned fire extinguisher. However my coding skills are still limited to recipes and mucking thingdefs. The closest you can get at this point is probably a droid with firefighting carrying one of those extinguishers.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: mipen on January 14, 2015, 07:16:12 PM
Finally updated to Alpha 8! :D Let me know if you find any bugs / have any questions or suggestions. Have fun! :)

Thank u so much! Waited for it a while :).

Since u ask for suggestions; I have some.

Could the Ore extraktor (maybe even the coal stuff) become compatible to A2B Conveyer? And would it be possible to make the digging thingy (fissure generator) 2x2 tiles? Because geysirs are 2x2 too and I always in trouble to figure out where exactly the hole is in the end. And I love my steam generators neat in order with enough space around for maintance :)

Since I am wishing stuff: How about some fire sprinkling system? Isnt it odd that we voyage through space and have full-AI Towers and Robots, but people have to dance on fite to extinction it. It could be for indoor like rain? Or like the other (outdated) mod, a fire-extinguisher throwing around foam.

And maybe we could have a package with sole mods? I mean, like u put in the whole buch of MD2, but u can choose the stuff u like? Could help to figure out compatibility and stuff.

And could u make my people stop running across the whole map, repair 1/10 damaged things, run back to eat, come back to repair another part and return for harvest _one_ plant to come back and repair the 3rd thing?

Oh. And a veto-system would be nice. If I tell one to do that, I dont care who else wanna do the job. Im the big cheese on map and I dont want to people disobeye me :), no, serious: It would be great to overwrite the automatic reservation manual.

And some kind of priority zone. To tell people that this building has to be done before the other. Or at least the option to "pause" stuff without canceling it. I dont want my builders running out of base during attack (nor I want to "r" them all if not needed)

And as we are at, to give an order not only for 1 thing but a whole zone. E.g. To order my pawn to fix the whole wall before he dare to come back.
The ore extractor already outputs to conveyor belt loaders :) For the coal generator, I think conveyor belt unloaders will unload coal to the coal feeder (I'm not too sure though) A fire fighting system would be great! I'll look into that for sure.
I'm not too sure what you mean by "And maybe we could have a package with sole mods? I mean, like u put in the whole buch of MD2, but u can choose the stuff u like? Could help to figure out compatibility and stuff. " could you explain that?
The ai changes you suggested would be great, but I'm not sure I would be able to do that haha, it might be something you'll have to wait for Tynan to fix.

Great i have been waiting for this mod :D
Glad to know you've enjoyed it! :D
Ahh finaly! :D Just loving that mod.
But an small sugestion, why not add an own sprite for every robot class like the cleaner, miner and so on.
Thanks :D Yeah, that is something that I would really like to do, however I am terrible at texturing and Shinzy did the droid textures for me, so it would really depend on whether he would be willing to do some more for me xD
Bug news bear is back. Again on the coal burners, I noticed it previously, but thought it might be due to the same bug that allowed it to be available for construction prior to research. They aren't rotatable. So my question here is, bug or coding limitation?
That is intentional, because the aweful texture I did looks even worse at any other angle xD
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Timber on January 14, 2015, 08:33:31 PM
Any chance you could release the drones as a separate download?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 14, 2015, 09:49:30 PM
Any chance you could release the drones as a separate download?
That would take a bit of time to do, because I have all the code in one project. If you want to use only the droids, you can use the launcher that I have linked to in the main post to disable all other parts of the mod
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Hargut on January 14, 2015, 09:51:52 PM
I think in such cases u dont need a seperate version, cuz it dont really add anything u dont need to use.

in other mods (like implantats) its something different, cuz the enemy use them also, so its legit to ask it - but where, just dont use the coal and dont use the wall ?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: Yas on January 15, 2015, 04:45:38 AM
Thank u for taking time to answer :)

The ore extractor already outputs to conveyor belt loaders :) For the coal generator, I think conveyor belt unloaders will unload coal to the coal feeder (I'm not too sure though) A fire fighting system would be great! I'll look into that for sure.

Not for me :( ... well... I will play a bit in godmode then.

I'm not too sure what you mean by "And maybe we could have a package with sole mods? I mean, like u put in the whole buch of MD2, but u can choose the stuff u like? Could help to figure out compatibility and stuff. " could you explain that?

I wanted to ask for every part of the mod as own mod. But u already explained thats too much work and there is a workaround existing for. So... that question is obsolet.

The ai changes you suggested would be great, but I'm not sure I would be able to do that haha, it might be something you'll have to wait for Tynan to fix.

Ikr :P. But if u write a wishlist to Santa, why not at least try :).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.1 - Alpha 8 and Coal Power!)
Post by: mipen on January 15, 2015, 07:01:07 AM
Thank u for taking time to answer :)

The ore extractor already outputs to conveyor belt loaders :) For the coal generator, I think conveyor belt unloaders will unload coal to the coal feeder (I'm not too sure though) A fire fighting system would be great! I'll look into that for sure.

Not for me :( ... well... I will play a bit in godmode then.

Hmm, maybe the defnames for the conveyors have changed, I will have to look into it and check to make sure they do actually work xD

I wanted to ask for every part of the mod as own mod. But u already explained thats too much work and there is a workaround existing for. So... that question is obsolet.

Oh right. Yeah, it would be a lot of work to separate everything as it is. The launcher does the job of using only the parts that you want really, really well though. And it is super super easy for me to make the mod modular, so I'm really inclined to sticking with that xD

The ai changes you suggested would be great, but I'm not sure I would be able to do that haha, it might be something you'll have to wait for Tynan to fix.

Ikr :P. But if u write a wishlist to Santa, why not at least try :).

Ahah :P I have been thinking of giving some of them a go, but then I remember how much of a nightmare they would be xD
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: MisterLock on January 15, 2015, 08:18:47 AM
So is clay gonna make a comeback anytime soon?I feel like it's been a while since you said you were gonna work on it...
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 15, 2015, 12:45:02 PM
i like this but personaly the coal gen is a bit overpowered cause you can get ininite coal with a ore miner so its just a bit more exzpensive than geo gens
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 15, 2015, 02:44:43 PM
i like this but personaly the coal gen is a bit overpowered cause you can get ininite coal with a ore miner so its just a bit more exzpensive than geo gens

Don't forget you need to refill that coal from time to time. Now, you have plenty of time, but if you don't you lose a large amount of power. Also take in account that you need to basically do 10X more research for the coal burner and ore miner combo than the geo thermal.
But if you really dislike the balance feel free to enter the xml files and edit it for your own copy. Tone down the coal production or increase the coal consumption, or even just flat-out drop the power output.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: OmegariusWolf on January 15, 2015, 04:05:09 PM
This mod seems really great but the androids are kinda useless most of the time, most of my colonists are equipped with cybernetic limbs from Cybernetics storm mod, and they can preform any tasks at four times the  speed of the androids, most of the times the androids are just standing while there is jobs to do and my colonists are going all over the place.
Is there a way to increase the androids movement speed, or be able to change parts on the androids, so they can be upgraded on different areas of skill like , manipulation for crafting or sight for combat?
just the ability to replace body parts from the cybernetics storm mod would be great.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 15, 2015, 11:35:02 PM
This mod seems really great but the androids are kinda useless most of the time, most of my colonists are equipped with cybernetic limbs from Cybernetics storm mod, and they can preform any tasks at four times the  speed of the androids, most of the times the androids are just standing while there is jobs to do and my colonists are going all over the place.
Is there a way to increase the androids movement speed, or be able to change parts on the androids, so they can be upgraded on different areas of skill like , manipulation for crafting or sight for combat?
just the ability to replace body parts from the cybernetics storm mod would be great.
All droids start with a skill of fifteen in their respective stay, and have a burning passion. I could increase their movement speed so they can match bionic colonists' abilities. However the current droids aren't meant to be a replacement for your colonists, more a supplement for the more menial tasks. I want to create more specialised droids like the crematorius that do tasks colonists can't.

i like this but personaly the coal gen is a bit overpowered cause you can get ininite coal with a ore miner so its just a bit more exzpensive than geo gens
You can tweak the settings to better suit it to your likings, and I'm going to work on implementing a settings system to make it easier to change parts of the mod. However, I don't feel that it is too overpowered because you have to spend time researching it / setting it up. And then if you factor in the power usage of the ore extractor, it doesn't actually produce much more than the geothermal generator, you just aren't as limited as to where you can place it. It also requires some extra resource management and costs almost twice as much as a geothermal gen whereas the geo gen you place for a relatively cheap cost and then you don't have to touch it again

So is clay gonna make a comeback anytime soon?I feel like it's been a while since you said you were gonna work on it...
Haha, uhm to be honest I actually forgot about that xD I'm working on a big project at the moment, so perhaps once that's done I can open up my old code and work on adding it back in to the mod
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 16, 2015, 06:47:04 AM
Hey there again,

About the conveyor, I realy tried to connect in every way I could think of, with loader and without and in any direction. A2B claims compatibility too. Guess I have to try on a new planet then. :/

About droids, I think they are excatly what they needed to be. Usefull, but limited. U can use them to get rid of basic load and keep ur guys for peak times (Or have 3 med droids in reserve for nightshift after a raid when u catched 14 raiders). Due their limits they not realy overpowered and I realy like them the way they are.

Indeed the droids seem to behave much more intelligent than the real ones when it comes to pathfinding and stuff.

I would wish u could forbid Crematorius to burn animals, bones, yes, animals with meat no. Still he a great help after a raid when fields are drown in hostile blood. Just have to keep an eye on that creeper.

More differnt skins for droids would be great. That Borg-like appearance scares me a bit.

Maybe https://ludeon.com/forums/index.php?topic=9279.0 can help. Give ur droids a parker and color-code. Help a lot to decide what kind of droid hides there idle with a glas of machine oil in his hand.

And I have a new wish :D :
Would it be possible to integrate the deep storage into the storagezone it stands in? The AI loves to mess things up with priorities and it would be easier if it would really just expend the zone.

Or, would it possible that the stuff in deep storage gets counted for the statistics?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 16, 2015, 07:48:01 AM
Indeed the droids are useful, but only to a certain degree. If you really wanted you could make your colonists more capable than them, but unless you have cybernetic storm installed it's not likely that every colonist will be better than the droids.

Having a couple droid medics at the ready for whatever medical emergency asks too much of the residential doctors, having them man mortars with charge-pads under them for 24/7 bombardments(no rest for the siegers), or just cleaning up the battlefield so you don't have to ruin the mood of your colonists by having them do it. Are three examples of things I could call them useful for regardless of what other mods you have.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: millenium on January 16, 2015, 10:19:38 AM
note on the coal burners shouldn't they put out a crapton of heat?

just asking.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 16, 2015, 03:57:12 PM
Hey there again,

About the conveyor, I realy tried to connect in every way I could think of, with loader and without and in any direction. A2B claims compatibility too. Guess I have to try on a new planet then. :/

About droids, I think they are excatly what they needed to be. Usefull, but limited. U can use them to get rid of basic load and keep ur guys for peak times (Or have 3 med droids in reserve for nightshift after a raid when u catched 14 raiders). Due their limits they not realy overpowered and I realy like them the way they are.

Indeed the droids seem to behave much more intelligent than the real ones when it comes to pathfinding and stuff.

I would wish u could forbid Crematorius to burn animals, bones, yes, animals with meat no. Still he a great help after a raid when fields are drown in hostile blood. Just have to keep an eye on that creeper.

More differnt skins for droids would be great. That Borg-like appearance scares me a bit.

Maybe https://ludeon.com/forums/index.php?topic=9279.0 can help. Give ur droids a parker and color-code. Help a lot to decide what kind of droid hides there idle with a glas of machine oil in his hand.

And I have a new wish :D :
Would it be possible to integrate the deep storage into the storagezone it stands in? The AI loves to mess things up with priorities and it would be easier if it would really just expend the zone.

Or, would it possible that the stuff in deep storage gets counted for the statistics?
Hmm, something must have changed in the conveyor belt mod,ill have to check up on it.
Does the crematorius burn animal bodies? I thought I had it set to only go for human bodies.
I need to revise how the deep storage works, but I'm not too sure how I would be able to make it report what is stored to the colony supply list. I'll give it a try but I can't promise anything :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 16, 2015, 04:00:00 PM
note on the coal burners shouldn't they put out a crapton of heat?

just asking.
Yeah that's something I forgot, ill fix it in the next update
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Iwillbenicetou on January 16, 2015, 06:26:24 PM
none of the links seem to work for me :(
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 16, 2015, 07:49:02 PM
NOTES:
-> The crematiorius burns up mechanoid corpses btw.
-> Silicon used in this mod, is also used in the GlitterTech mod (but made in a different way). Dunno if this will cause a conflict as they are both called Silicon.

Hmm, specialized droids are what you are thinking of eh? How about:

A combat droid that has immense health, transmits an annoying signal into hostile enemies minds that causes them to focus all their attacks on that droid. Basically a droid that acts as a really annoying, insanity inducing, bullet sponge. This would allow your colonists who are out manned and out gunned to have a chance at victory as these combat droids would be public enemy number one.

A utility droid that hunts down and butchers animals (not sure if the Cooking Droid already does this). Make it so that instead of hauling the animal to a butcher's table, it butchers the animal on the spot and stores its meat and hide on its body, and drops off its stored stuff when it reaches a certain amount of hide / meat capacity or it returns to recharge.

A utility droid that eats up Rock Chunks and creates Bricks to be deposited later. Basically a Stonecutter's Table on Legs. When it returns to be recharged OR it has 100 Bricks stored within, it will deposit its bricks in the closest stockpile. This will allow a droid to work behind your miners, or go out and use up rock chunks in the wild and produce useful bricks for the colony.

A utility droid that eats up Metal Slag and creates Steel. Basically a Smelter on Legs. When it returns to be recharged OR it has 100 Steel stored within, it will deposit its steel in the closest stockpile. This will allow a droid to exist that will go out and harvest drop pod fields that contain a large amount of Metal Slag that could be turned into Steel for the colony.

A utility droid that shovels snow. Could probably be added to the Hauler/Cleaner droid though.

A utility droid that has a built in heater/cooler that either heats up the area it is in (Pushes +heat like campfire) or it cools the area it is in (Pushes -heat), allowing a large number of them to keep a cold base warm, or a hot base cool.

A repair droid that only performs one purpose: repairing other droids in the field.

A kamikaze droid that serves one purpose: running into a field of enemies and exploding violently sending massive bits of shrapnel everywhere heavily damaging or killing many opponents.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 16, 2015, 08:16:47 PM
Does the crematorius burn animal bodies? I thought I had it set to only go for human bodies.

Yes! He burned it, A2B spit out next one and he burnt that too. I noticed it when all my "harvest" gone but I catched him red-handed burning the last 3 squirrels. All my aquirell stampede - my winter reserves. - burnt to ashes.

Most ideal would be that dude would burn animal bones bot not as long as there is still meat. Or would it be possible to give him a selection like storages? So I can tell him to burn stuff I like :D ?

I need to revise how the deep storage works, but I'm not too sure how I would be able to make it report what is stored to the colony supply list. I'll give it a try but I can't promise anything :P

Im already happy u keep it in mind and maybe u find a solution.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 17, 2015, 12:49:45 AM
NOTES:
-> The crematiorius burns up mechanoid corpses btw.
-> Silicon used in this mod, is also used in the GlitterTech mod (but made in a different way). Dunno if this will cause a conflict as they are both called Silicon.

Hmm, specialized droids are what you are thinking of eh? How about:

A combat droid that has immense health, transmits an annoying signal into hostile enemies minds that causes them to focus all their attacks on that droid. Basically a droid that acts as a really annoying, insanity inducing, bullet sponge. This would allow your colonists who are out manned and out gunned to have a chance at victory as these combat droids would be public enemy number one.

A utility droid that hunts down and butchers animals (not sure if the Cooking Droid already does this). Make it so that instead of hauling the animal to a butcher's table, it butchers the animal on the spot and stores its meat and hide on its body, and drops off its stored stuff when it reaches a certain amount of hide / meat capacity or it returns to recharge.

A utility droid that eats up Rock Chunks and creates Bricks to be deposited later. Basically a Stonecutter's Table on Legs. When it returns to be recharged OR it has 100 Bricks stored within, it will deposit its bricks in the closest stockpile. This will allow a droid to work behind your miners, or go out and use up rock chunks in the wild and produce useful bricks for the colony.

A utility droid that eats up Metal Slag and creates Steel. Basically a Smelter on Legs. When it returns to be recharged OR it has 100 Steel stored within, it will deposit its steel in the closest stockpile. This will allow a droid to exist that will go out and harvest drop pod fields that contain a large amount of Metal Slag that could be turned into Steel for the colony.

A utility droid that shovels snow. Could probably be added to the Hauler/Cleaner droid though.

A utility droid that has a built in heater/cooler that either heats up the area it is in (Pushes +heat like campfire) or it cools the area it is in (Pushes -heat), allowing a large number of them to keep a cold base warm, or a hot base cool.

A repair droid that only performs one purpose: repairing other droids in the field.

A kamikaze droid that serves one purpose: running into a field of enemies and exploding violently sending massive bits of shrapnel everywhere heavily damaging or killing many opponents.
good idea i hope this gets implemented
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 17, 2015, 01:48:10 AM
none of the links seem to work for me :(
The download link? I just tested it and it works fine for me. Perhaps some settings in your browser are affecting it?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 17, 2015, 01:57:17 AM
NOTES:
-> The crematiorius burns up mechanoid corpses btw.
-> Silicon used in this mod, is also used in the GlitterTech mod (but made in a different way). Dunno if this will cause a conflict as they are both called Silicon.

Hmm, specialized droids are what you are thinking of eh? How about:

A combat droid that has immense health, transmits an annoying signal into hostile enemies minds that causes them to focus all their attacks on that droid. Basically a droid that acts as a really annoying, insanity inducing, bullet sponge. This would allow your colonists who are out manned and out gunned to have a chance at victory as these combat droids would be public enemy number one.

A utility droid that hunts down and butchers animals (not sure if the Cooking Droid already does this). Make it so that instead of hauling the animal to a butcher's table, it butchers the animal on the spot and stores its meat and hide on its body, and drops off its stored stuff when it reaches a certain amount of hide / meat capacity or it returns to recharge.

A utility droid that eats up Rock Chunks and creates Bricks to be deposited later. Basically a Stonecutter's Table on Legs. When it returns to be recharged OR it has 100 Bricks stored within, it will deposit its bricks in the closest stockpile. This will allow a droid to work behind your miners, or go out and use up rock chunks in the wild and produce useful bricks for the colony.

A utility droid that eats up Metal Slag and creates Steel. Basically a Smelter on Legs. When it returns to be recharged OR it has 100 Steel stored within, it will deposit its steel in the closest stockpile. This will allow a droid to exist that will go out and harvest drop pod fields that contain a large amount of Metal Slag that could be turned into Steel for the colony.

A utility droid that shovels snow. Could probably be added to the Hauler/Cleaner droid though.

A utility droid that has a built in heater/cooler that either heats up the area it is in (Pushes +heat like campfire) or it cools the area it is in (Pushes -heat), allowing a large number of them to keep a cold base warm, or a hot base cool.

A repair droid that only performs one purpose: repairing other droids in the field.

A kamikaze droid that serves one purpose: running into a field of enemies and exploding violently sending massive bits of shrapnel everywhere heavily damaging or killing many opponents.
Something must have changed with the new alpha, because I swear he only burnt humanoid corpses in A7 xD I'll fix that as soon as I get home.
Thanks for letting me know about silicon from glitter tech. The two shouldn't interrupt with each other as I always put a unique identifier in the defnames of all my things, so it won't get overwritten. At the moment there's not much I can do to make glitter tech silicon be used in my recipes, maybe Tynan will add support for easy interchangeability between different materials for different mods down the line (hopefully).
I'm really loving your ideas for all the droids! I've noted them all down :) it got me to thinking of a little support droid for the ones you suggested - it would be linked to a specific droid and follow it around, acting as a mobile storage container and battery recharger for it
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 17, 2015, 02:01:11 AM
Does the crematorius burn animal bodies? I thought I had it set to only go for human bodies.

Yes! He burned it, A2B spit out next one and he burnt that too. I noticed it when all my "harvest" gone but I catched him red-handed burning the last 3 squirrels. All my aquirell stampede - my winter reserves. - burnt to ashes.

Most ideal would be that dude would burn animal bones bot not as long as there is still meat. Or would it be possible to give him a selection like storages? So I can tell him to burn stuff I like :D ?

I need to revise how the deep storage works, but I'm not too sure how I would be able to make it report what is stored to the colony supply list. I'll give it a try but I can't promise anything :P

Im already happy u keep it in mind and maybe u find a solution.
Ahahahah, oh gods I'm sorry but that story really made me laugh xD (maybe I programmed him to do exactly that xD)
I think I'm going to add a tab like what's on the cremation furnace thingy that will let you select what he burns. Would probably be the best option methinks
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 17, 2015, 04:52:32 AM
mipen you didn't say what you added in 3.0.2
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Iwillbenicetou on January 17, 2015, 04:27:16 PM
Yeah, sometimes it works sometimes it doesn't work (the link)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 17, 2015, 05:07:39 PM
mipen you didn't say what you added in 3.0.2
It was just a couple of fixes :)

Yeah, sometimes it works sometimes it doesn't work (the link)
Hmm very strange. Every time I've tried it, it has worked.

Does anyone else have this problem?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Dexitus on January 17, 2015, 06:14:25 PM
Hi, I have just a little (read: big) question.

I would like to make automated miner from this mod mine resource from another mod (titanium from Glittertech), because there is no way how to acquire it without trading. Right now i have been waiting 8 months for trader with titanium to arrive. Would it be possible to make it happen?

Thx for answer :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Iwillbenicetou on January 17, 2015, 11:41:01 PM
Yeah, sometimes it works sometimes it doesn't work (the link)
Hmm very strange. Every time I've tried it, it has worked.

Does anyone else have this problem?
Just my weird browser I guess. What I see sometimes is just About:tab. That's it.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 18, 2015, 12:55:06 AM
what browser are you using
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 18, 2015, 12:55:43 AM
chrome works or everything for me
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 18, 2015, 04:48:16 AM
Hi, I have just a little (read: big) question.

I would like to make automated miner from this mod mine resource from another mod (titanium from Glittertech), because there is no way how to acquire it without trading. Right now i have been waiting 8 months for trader with titanium to arrive. Would it be possible to make it happen?

Thx for answer :)

It is entirely possible, and you are even able to do it yourself :) if you go into the defs for MD2, you will see a folder called MinerResourceDefs. Open that and then open the file (any text editor will do). In it you will see a bunch of entries that look like this:
Code: [Select]
 
<MinerResourceDef>
        <defName>MD2SteelResourceInfo</defName>
        <label>Steel</label>
        <spawnRangeMin>15</spawnRangeMin>
        <spawnRangeMax>40</spawnRangeMax>
        <ticksToProduce>4800</ticksToProduce>
        <resourceDefName>Steel</resourceDefName>
        <fissureSizeRequired>Small</fissureSizeRequired>
      </MinerResourceDef>
This is the code which adds the different resources to the list that the miner produces. To add titanium to the list, add this entry into the file:
Code: [Select]
 
<MinerResourceDef>
   <defName>MD2TitaniumResourceInfo</defName>
        <label>Titanium</label>
        <spawnRangeMin>5</spawnRangeMin>
        <spawnRangeMax>10</spawnRangeMax>
        <ticksToProduce>4800</ticksToProduce>
        <resourceDefName>xxxxxxxxxxx</resourceDefName>
        <fissureSizeRequired>Small</fissureSizeRequired>
      </MinerResourceDef>

Just change the xxxxxxxxxxxxxx to the defname of the glitter tech titanium, you'll have to find that yourself I'm afraid :( spawn range min and spawn range max sets the amount of items produced each time. Fissure size required is the size of Fissure for the miner to dig titanium. Your options are Small, Medium and Large. Of course you can set it so that it's overpowered, but that's up to you :P you can balance it however you want. Hope that helps and I was able to explain it okay
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 18, 2015, 06:59:51 AM
that cool that you can change that i might go and change it a bit cause of the coal power is a bit op
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Dexitus on January 18, 2015, 07:30:10 AM
Thank you so much mipen :) It is end-game resource so I will make it more rare than Plasteel :)

Code I am using if anybody is interested :)
 
Code: [Select]
     
<MinerResourceDef>
   <defName>MD2TitaniumResourceInfo</defName>
        <label>Titanium</label>
        <spawnRangeMin>3</spawnRangeMin>
        <spawnRangeMax>8</spawnRangeMax>
        <ticksToProduce>4800</ticksToProduce>
        <resourceDefName>Titanium</resourceDefName>
        <fissureSizeRequired>Large</fissureSizeRequired>
      </MinerResourceDef>

Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Iwillbenicetou on January 18, 2015, 09:16:23 AM
what browser are you using
I'm using Internet Explorer on Window's 8
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: HBKRKO619 on January 18, 2015, 09:41:33 AM
what browser are you using
I'm using Internet Explorer on Window's 8

That's maybe why ^^ internet Explorer is the creation of satan himself  :P
Go for "Chrome" or "Mozilla Firefox" (faster and more secured) and you will see, after 1 week of use, you willl ask yourself why you was still using Internet Explorer all this time  ;D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: tontje on January 18, 2015, 10:52:51 AM
The hauler droids don't seem to haul any items far away from base, any way of changing that ?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Khazuk on January 18, 2015, 12:06:10 PM
I like the mod, in fact, I love it.
Though I must say it's quite the tedious job figuring out which droid is what.
I keep the combat droids in a single room to prevent them from strolling around and doing nothing, and I disable them.
However, whenever I produce some of them, they just instantly walk away and blend in with the rest of the droids, which require me to pause the game and click each indiviual droid to get those pesky combat droids.

Perhaps add a different color to different drones?
Red = combat
Green = Gathering
Blue = Doctor
White = Builder
Brown = Miner

etc.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 18, 2015, 06:57:51 PM
Actually chrome is not faster or better secured than IE.

I run Advanced System Care and Malware Fighter, and I consistently get adware, spyware, and the occasional lesser virus whenever I use Chrome to visit "safe sites". But, whenever I use Internet Explorer, hardly any problems and about 80% less adware and spyware.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 18, 2015, 07:29:45 PM
Actually chrome is not faster or better secured than IE.

I run Advanced System Care and Malware Fighter, and I consistently get adware, spyware, and the occasional lesser virus whenever I use Chrome to visit "safe sites". But, whenever I use Internet Explorer, hardly any problems and about 80% less adware and spyware.
I am personally very biased against ie xD I had a laptop that got so full viruses from ie it was nearly unusable. I always go for Firefox now :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 18, 2015, 07:37:49 PM
The hauler droids don't seem to haul any items far away from base, any way of changing that ?
What map size is this on? Do your colonists go for these far away items? The droids use the same hauling ai as your normal colonists, and I know that there is a range limit for that because of performance issues. On large maps you usually have to draft your colonists and move them part of the way to the items to get them within the search radius, then they will haul them
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 18, 2015, 08:30:17 PM
I like the mod, in fact, I love it.
Though I must say it's quite the tedious job figuring out which droid is what.
I keep the combat droids in a single room to prevent them from strolling around and doing nothing, and I disable them.
However, whenever I produce some of them, they just instantly walk away and blend in with the rest of the droids, which require me to pause the game and click each indiviual droid to get those pesky combat droids.

Perhaps add a different color to different drones?
Red = combat
Green = Gathering
Blue = Doctor
White = Builder
Brown = Miner

etc.
Thanks for your kind words :D that's a good idea to help differentiate between them. I would love to have different textures for each of them, so maybe one day I'll be able to coerce someone to do them for me :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 18, 2015, 11:19:00 PM
What about putting a small "dot" on a bot to indicate what kind of bot it would be. You would only need something like GIMP, and all you would do is put that dot on say the top of the antennae.

As a basic example, I made one with a red dot, yellow dot and green dot, in this rar. (Dot is a bit small but it is there)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: hesoyam on January 19, 2015, 02:14:56 AM
What about this? if Shinzy is cool with it

(http://s28.postimg.org/4woow8imh/Droid_Con_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/tr86qb3gp/Droid_Con_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/73xixwdah/Droid_Con_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/6gym8dgeh/Droid_Hau_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/qe4jhbz9l/Droid_Hau_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/43gohd1zd/Droid_Hau_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/7kiqkc11l/Droid_Med_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/5q5w2le15/Droid_Med_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/sy06bfmtl/Droid_Med_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/x8eu70rwp/Droid_Min_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/aq7xoa91l/Droid_Min_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/iqhmz10ll/Droid_Min_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/it63zltmx/Droid_Sol_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/d3la1jy2x/Droid_Sol_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/6sknyvm89/Droid_Sol_Head_side.png) (http://postimage.org/)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 19, 2015, 02:34:36 AM
What about this? if Shinzy is cool with it

(http://s28.postimg.org/4woow8imh/Droid_Con_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/tr86qb3gp/Droid_Con_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/73xixwdah/Droid_Con_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/6gym8dgeh/Droid_Hau_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/qe4jhbz9l/Droid_Hau_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/43gohd1zd/Droid_Hau_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/7kiqkc11l/Droid_Med_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/5q5w2le15/Droid_Med_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/sy06bfmtl/Droid_Med_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/x8eu70rwp/Droid_Min_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/aq7xoa91l/Droid_Min_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/iqhmz10ll/Droid_Min_Head_side.png) (http://postimage.org/) (http://s28.postimg.org/it63zltmx/Droid_Sol_Head_back.png) (http://postimage.org/) (http://s28.postimg.org/d3la1jy2x/Droid_Sol_Head_front.png) (http://postimage.org/) (http://s28.postimg.org/6sknyvm89/Droid_Sol_Head_side.png) (http://postimage.org/)
Oh oh oh, they look great! :D are the hats from apparrello? They look familiar
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 19, 2015, 03:46:52 AM
Why the limit on what items can be stored in the storage device? First thing I did was put 1 in the kitchen to store all those potatoes or dispense meal and it can hold neither.

Also, very important, will items in the storage spoil? If so will they remain frozen if the storage device is in a freezer?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: hesoyam on January 19, 2015, 03:57:20 AM
Oh oh oh, they look great! :D are the hats from apparrello? They look familiar

Ya obviously they're Shinzyâ„¢

This is also something easy, even for someone as awful as me that doesn't touch apparrello  :)
(http://s14.postimg.org/i9elzw5hp/Droid_Blu_Head_back.png) (http://postimage.org/) (http://s14.postimg.org/qsxzxndu5/Droid_Blu_Head_front.png) (http://postimage.org/) (http://s14.postimg.org/dfuuv18zx/Droid_Blu_Head_side.png) (http://postimage.org/)

(http://s14.postimg.org/p2eyw5wb1/Droid_Head_back.png) (http://postimage.org/) (http://s14.postimg.org/p6ddq5r65/Droid_Head_front.png) (http://postimage.org/) (http://s14.postimg.org/9i7l5mm6l/Droid_Head_side.png) (http://postimage.org/)

(http://s14.postimg.org/9pztfvmj1/Droid_Red_Head_back.png) (http://postimage.org/) (http://s14.postimg.org/a07bz8159/Droid_Red_Head_front.png) (http://postimage.org/) (http://s14.postimg.org/za23mb7wt/Droid_Red_Head_side.png) (http://postimage.org/)

(http://s14.postimg.org/6s2um6evh/Droid_Yel_Head_back.png) (http://postimage.org/) (http://s14.postimg.org/i6zbqsr7x/Droid_Yel_Head_front.png) (http://postimage.org/) (http://s14.postimg.org/7chvov83x/Droid_Yel_Head_side.png) (http://postimage.org/)

Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Epyk on January 19, 2015, 06:06:12 AM
I'll be waiting for a color droid update(If there is one) so I can try this mod for the first time. :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 19, 2015, 08:27:08 AM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Dragoon on January 19, 2015, 08:34:52 AM
LOL you upgrade them to be faster than normal people then complain about the droid speed do they move at the speed of normal people?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Shinzy on January 19, 2015, 08:43:17 AM
The colour scheme change would be better option in my mind! (I mean as the droids were fully equippable with clothes when I last had one, haven't gotten far enough ingame to tell if that's still the case) Just saying cause it might look bit silly if you plop a hat on your droid and another hat clips through from behind

And I can easily provide Mippy the recoloured textures too, having the original files and all that ;D
or even have them differ with some extra fancy bits like red cross on medibots chest or so (those kinda changes would be simply and fast on my end)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Jeoshua on January 19, 2015, 08:45:04 AM
I really like the idea of recolored sprites for different types of droid, but I would suggest Safety Yellow (not Brown) for heavy industrial uses like mining or hauling. This would mirror CAT vehicles and the Power Loader from Alien.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: hesoyam on January 19, 2015, 08:54:07 AM
And I can easily provide Mippy the recoloured textures too, having the original files and all that ;D
or even have them differ with some extra fancy bits like red cross on medibots chest or so (those kinda changes would be simply and fast on my end)

Can we really hope for such a resolution oh ye most beneficent one?  :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Shinzy on January 19, 2015, 09:10:13 AM
And I can easily provide Mippy the recoloured textures too, having the original files and all that ;D
or even have them differ with some extra fancy bits like red cross on medibots chest or so (those kinda changes would be simply and fast on my end)

Can we really hope for such a resolution oh ye most beneficent one?  :D

Well that'd be up to mippy =P I don't know how much work having different sprites for each would be
but doing something like this wouldn't be too much work for me.. just splatter colour on already existing stuff! fun times! ;D


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 19, 2015, 09:18:12 AM
LOL you upgrade them to be faster than normal people then complain about the droid speed do they move at the speed of normal people?
I upgraded my colonists with treads on both legs so they go 180% in speed. You should see them go. The droids seem to go at a regular unaugumented human speed of 100% which seems like a crawl compared to my colonists. Strange my MAIs don't seem so slow. Hm... yes, 4.8 or 4.9. I believe that is faster than humans which I believe are 4.61.

So why can't I change the speed of MD2 droids?

I see that the haulers still do cleaning first which is a shame as I was intending to only use the hauling droids which makes them not as useful. Hauling being the most pain in the ass task to prioritize.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 19, 2015, 03:00:54 PM
Try changing the order of their tasks. I notice that most of the droids have their tasks listed in alphabetical order, which may actually have an effect on which tasks they prioritize.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 19, 2015, 05:05:49 PM
Why the limit on what items can be stored in the storage device? First thing I did was put 1 in the kitchen to store all those potatoes or dispense meal and it can hold neither.

Also, very important, will items in the storage spoil? If so will they remain frozen if the storage device is in a freezer?
I removed food from the options when I updated the mod to A8 because it would have been really overpowered having a thousand meals stored that never spoilt. When I can think of a way to get some sort of spoiling for foods stored in the deep storage to balance it then I'll add it back in, but I can't think of how I would be able to do it right now
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 19, 2015, 05:19:50 PM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: millenium on January 19, 2015, 05:58:02 PM
i would have liked to have the option for meals in a compact space as well. say limit it to 50 meals in a space and have it refrigerated then add it as a separate research add plasteel and gold in the recipe to make it more expensive.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 19, 2015, 08:52:46 PM
And I can easily provide Mippy the recoloured textures too, having the original files and all that ;D
or even have them differ with some extra fancy bits like red cross on medibots chest or so (those kinda changes would be simply and fast on my end)

Can we really hope for such a resolution oh ye most beneficent one?  :D

Well that'd be up to mippy =P I don't know how much work having different sprites for each would be
but doing something like this wouldn't be too much work for me.. just splatter colour on already existing stuff! fun times! ;D

I would be so happy and grateful if you could do some textures for them! :D it would be really really really appreciated!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 19, 2015, 09:03:02 PM
I see that the haulers still do cleaning first which is a shame as I was intending to only use the hauling droids which makes them not as useful. Hauling being the most pain in the ass task to prioritize.
Those little *uncomplimentary names* are still not behaving properly?? I thought I had sorted them out ages ago :L I'll have to fix them up again, time to get out my beating stick
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: StorymasterQ on January 19, 2015, 09:46:45 PM
Ya obviously they're Shinzyâ„¢

Now that I've quoted the quote I can see the TM symbol, but when I saw this originally, I thought, "Wait, is Shinzy an adjective now? Like, these hats are Shinzy!"

I mean, it could be, couldn't it?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: DroneKiller320 on January 19, 2015, 11:05:15 PM
My colonists wont build the droids even though i have built all the required materials, why is this?
 
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: hesoyam on January 19, 2015, 11:30:03 PM
Ya obviously they're Shinzy�

Now that I've quoted the quote I can see the TM symbol, but when I saw this originally, I thought, "Wait, is Shinzy an adjective now? Like, these hats are Shinzy!"

I mean, it could be, couldn't it?

Main Entry: shin-zy
Pronunciation: \ˈshin-zē\
Function: adjective
Date: 2015
1 : performing awesomely despite laziness <they're so shinzy>
2 :  -used as a generalized term of approval <a shinzy project>
3 : exhibiting the characteristics of its type to an extreme or excessive degree <artz by shinzy>
- shin-zy-ly adverb
- shin-zy-ness noun
Examples of SHINZY
(http://s30.postimg.org/jkc9jtdel/9040058.jpg) (http://postimg.org/image/jkc9jtdel/)

*EDIT this forum and unicode :'(
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 20, 2015, 12:18:49 AM
Talking about droids, four things:

1) They can suffer from hypothermia and get frostbite ... LOL...
2) They can suffer from hyperthermia and get heatstroke
3) Why is it that whenever you build one (and you don't have free beds) it says it requires a bed even though it doesn't sleep?
4) Some of the robots can actually use the Console and talk to traders or other colonies if you order them to use it.

As for upgrades, you could probably do something similar to the bionics, but only allow the upgrades to be installed to the robots by I believe editing their race file.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 20, 2015, 12:33:58 AM
Try changing the order of their tasks. I notice that most of the droids have their tasks listed in alphabetical order, which may actually have an effect on which tasks they prioritize.
I think I spoke too soon. I wasn't really sure so I did a more technical test by waiting until it had some dirt to clean then creating a hauling job by marking a chunk to be moved then draft and undrafting the droid. It took the hauling job first. So i guess there is no problem. I guess there were just no hauling jobs at the time  when I thought it wasn't working.

Why the limit on what items can be stored in the storage device? First thing I did was put 1 in the kitchen to store all those potatoes or dispense meal and it can hold neither.

Also, very important, will items in the storage spoil? If so will they remain frozen if the storage device is in a freezer?
I removed food from the options when I updated the mod to A8 because it would have been really overpowered having a thousand meals stored that never spoilt. When I can think of a way to get some sort of spoiling for foods stored in the deep storage to balance it then I'll add it back in, but I can't think of how I would be able to do it right now
So they don't spoil. Ok fair enough, although I assume the visible one does spoil. It's useful enough as is to store resources but why limit it to only stackable items? Why not store your chunks in one, for example? Also do you realize Herbal Medicine, which you allow, spoils? And while I have your attention, is there any way to control which end is used for input and which end is used for output?

The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
An upgrade option would be the best solution but in the mean time is there any way I can bump up the speed of the droids?

I see that the haulers still do cleaning first which is a shame as I was intending to only use the hauling droids which makes them not as useful. Hauling being the most pain in the ass task to prioritize.
Those little *uncomplimentary names* are still not behaving properly?? I thought I had sorted them out ages ago :L I'll have to fix them up again, time to get out my beating stick
I spoke too soon. See top of post.

Idea time: How about storage on wheels? You load it up at the dig site and then push it back to base. :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 05:07:22 AM
My colonists wont build the droids even though i have built all the required materials, why is this?
Do you have any colonists set as crafters? Have you set up a bill at the assembly table? Inside the bill, are all the ingredients allowed? The ingredients you do have, are they being used for anything else?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 05:16:45 AM
Talking about droids, four things:

1) They can suffer from hypothermia and get frostbite ... LOL...
2) They can suffer from hyperthermia and get heatstroke
3) Why is it that whenever you build one (and you don't have free beds) it says it requires a bed even though it doesn't sleep?
4) Some of the robots can actually use the Console and talk to traders or other colonies if you order them to use it.

As for upgrades, you could probably do something similar to the bionics, but only allow the upgrades to be installed to the robots by I believe editing their race file.
1 & 2: this is because of how the colony works. Droids have to be flesh otherwise the game bugs out and breaks. I've tried to cover up as much as I can and work around it all but this is one of the things that I cannot change because of how the game is coded. At least, that's how it was in A7. I can take a look again and see if Tynan has changed how it works, but if he hasn't I'll have to try a work around. And actually I didn't think about hypothermia and frostbite :P I think mechanoids can get hypothermia too? Not sure.
3: this is another thing I've had to work around. Droids technically have to sleep otherwise the colonist sleep manager bugs out, however I have worked around it so that their sleep level is always set to 100.
4: I'll have to look into this. Does anyone know if colonists incapable of Social are able to use the comms console still?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Epyk on January 20, 2015, 10:05:34 AM
Tried out the mod and it's great! It does have some balance issues though.
The ore extractor and fissure generator have some balance issues.
The ore extractor is extremely cheap for what it does and produces ore incredibly quick! I feel like I'm moving far too quickly at the current pace.
The fissure generator is just too cheap and should take much longer to make a fissure/geyser.
They both require a very low amount of power to function as well.

After a couple hours of testing vanilla and along side some other mods mods, I'd like to help with the balance issues.


Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 20, 2015, 11:27:26 AM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
I got a couple of newly conscripted colonists so they have no augmentations. The Droid definitely goes much slower than them. So it looks like they don't go as fast as normal humans. Just noticed I can look at their speeds in the info tab. My 2 new humans go 4.5 and 4.27. The droid has a speed of 2.8. What gives?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 20, 2015, 12:32:00 PM
Mechanoids probably could get frostbite, but their effective comfy temperature is: -75 to +250 and as most worlds (without modding the .dll) will not ever get as cold as -75, or as hot as 250, they don't suffer from it.

Could probably just list them as -75 comfy temperature and +250 comfy temperature to get them to not suffer from either hyper/hypothermia.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 20, 2015, 12:37:32 PM
I personally like slower drones. 2 of mine got caught outside during a squirrel swarm and promptly got bitten to death and sploded. Made me lol.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 20, 2015, 12:55:03 PM
One problem I noticed with droid naming is when a raid warning happens I zoom out and scan the map to see if anyone is outside by searching for the white name tags. Because droids don't show a name they are practically impossible to see. Luckily I can use the EdB Interface to find them. Any particular reason why you don't show the droid name?

And talking about the EdB Interface, I think it's an EdB Interface option that you get these arrows when looking at a colonist info in the bottom left panel. You can click these arrows to go to the previous or next colonist. When it gets to a droid the arrows disappear forcing me to click on the next colonist to continue. Any chance you could find out why the arrows disappear and fix it? I suspect it has something to do with the limited information you show.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 20, 2015, 01:00:12 PM
Its cuz that interface cycles a type of pawn humanoid that are of faction colonist. Droids arent humanoid type....i think thats right.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 20, 2015, 01:29:29 PM
Mechanoids probably could get frostbite, but their effective comfy temperature is: -75 to +250 and as most worlds (without modding the .dll) will not ever get as cold as -75, or as hot as 250, they don't suffer from it.

Could probably just list them as -75 comfy temperature and +250 comfy temperature to get them to not suffer from either hyper/hypothermia.

Tell that to my RTG room, which if I didn't use it as a heat source for my entire base(which since base huge and outside frosty, still doesn't do the job), courtesy of central heating's vents, it will easily get up to the 600-700C(fried microchips anyone?).

In any case he does have a point, ask shinzy, he gave his norbals a separate set of comfy temps, so he probably can tell you how to do the trick.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Shinzy on January 20, 2015, 01:48:43 PM
The pawn base cmofiness temp things are very visible in the pawn defs there somewhere Mippy'll find them ;D

anyhow! I just wanted to dump a zip full of droids for you here Mips!
it's a doctor, yellowpossiblyconstructorcouldbeanything and battle droid recolours
(I didn't wanna upload them on mediafire cause I'm too much out of juice to log in there right now ;D)
I'll make some more recolours some other time! when I can think of some nice colours
at the point when you're thinking of making sunflower shaped robot head for growing droid you know it's time to stop =P

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Jeoshua on January 20, 2015, 01:58:43 PM
The pawn base cmofiness temp things are very visible in the pawn defs there somewhere Mippy'll find them ;D

anyhow! I just wanted to dump a zip full of droids for you here Mips!
it's a doctor, yellowpossiblyconstructorcouldbeanything and battle droid recolours
(I didn't wanna upload them on mediafire cause I'm too much out of juice to log in there right now ;D)
I'll make some more recolours some other time! when I can think of some nice colours
at the point when you're thinking of making sunflower shaped robot head for growing droid you know it's time to stop =P

Oooh, shiny. Well, not so shiny, but beautifully Shinzy. I think you really captured the heavy industrial droid there. And I love how the combat bot looks like its front is made of a plasteel shield (as it should be).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 20, 2015, 03:03:07 PM
yeah loving those textures. Nice work as always Shinzy.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 05:46:49 PM
Tried out the mod and it's great! It does have some balance issues though.
The ore extractor and fissure generator have some balance issues.
The ore extractor is extremely cheap for what it does and produces ore incredibly quick! I feel like I'm moving far too quickly at the current pace.
The fissure generator is just too cheap and should take much longer to make a fissure/geyser.
They both require a very low amount of power to function as well.

After a couple hours of testing vanilla and along side some other mods mods, I'd like to help with the balance issues.
Yeah I've been struggling to find the right balance for them. When you were testing them though, were you in god mode? For debugging I drastically reduced the work times of them both while you are in god mode
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 06:01:49 PM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
I got a couple of newly conscripted colonists so they have no augmentations. The Droid definitely goes much slower than them. So it looks like they don't go as fast as normal humans. Just noticed I can look at their speeds in the info tab. My 2 new humans go 4.5 and 4.27. The droid has a speed of 2.8. What gives?
Oh really? Is this a normal droid, or the crematorius? The crematorius is slower than people but normal droids should be the same. Was there anything affecting them?

Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 06:17:03 PM
The pawn base cmofiness temp things are very visible in the pawn defs there somewhere Mippy'll find them ;D

anyhow! I just wanted to dump a zip full of droids for you here Mips!
it's a doctor, yellowpossiblyconstructorcouldbeanything and battle droid recolours
(I didn't wanna upload them on mediafire cause I'm too much out of juice to log in there right now ;D)
I'll make some more recolours some other time! when I can think of some nice colours
at the point when you're thinking of making sunflower shaped robot head for growing droid you know it's time to stop =P
Thanks so much shinzy! :D you've done a totally shinzy job on them too! :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 20, 2015, 06:19:43 PM
One problem I noticed with droid naming is when a raid warning happens I zoom out and scan the map to see if anyone is outside by searching for the white name tags. Because droids don't show a name they are practically impossible to see. Luckily I can use the EdB Interface to find them. Any particular reason why you don't show the droid name?

And talking about the EdB Interface, I think it's an EdB Interface option that you get these arrows when looking at a colonist info in the bottom left panel. You can click these arrows to go to the previous or next colonist. When it gets to a droid the arrows disappear forcing me to click on the next colonist to continue. Any chance you could find out why the arrows disappear and fix it? I suspect it has something to do with the limited information you show.
I wanted to make them as different from normal colonists as possible, but I've really been considering putting the name tags back on.
I can take a look at how it works and see if there is anything I can do about it, but it might be something that edb would have to fix
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 21, 2015, 01:03:15 AM
Maybe the name tags could be a different color?

As for the arrows I discovered I can click the "Colonists" button (EdB Interface) to cycle through the colonists including the droids. This is actually a better method because to use the arrows I have to open one of the sub panels (Character, Gear, Health or Thoughts) which is a bit annoying if I don't need to see that information. Hm... but I can't go backwards... Maybe I'll ask EdB if he/she can move the arrows to the main panel as well as if support for the droids can be added.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 21, 2015, 02:58:18 AM
Hed just need to cycle all pawns of colonist faction so unless theres some inbuilt restriction it should be a simple change of pawns of type humanoid to just plain any pawn type. That would then future proof it against other mods with other pawn types.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Cynicalmuse on January 21, 2015, 05:50:59 AM
Maybe the name tags could be a different color?

As for the arrows I discovered I can click the "Colonists" button (EdB Interface) to cycle through the colonists including the droids. This is actually a better method because to use the arrows I have to open one of the sub panels (Character, Gear, Health or Thoughts) which is a bit annoying if I don't need to see that information. Hm... but I can't go backwards... Maybe I'll ask EdB if he/she can move the arrows to the main panel as well as if support for the droids can be added.

You can use the , and . keys on your keyboard to cycle through colonists. If this is different for you, check your keybinds.  :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 21, 2015, 06:57:43 AM
You can use the , and . keys on your keyboard to cycle through colonists. If this is different for you, check your keybinds.  :P
I was going to mention that, yes, I'm aware that there are keybinds but I don't usually like using them. But thanks for the advice anyway.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: BajtMe on January 21, 2015, 08:55:30 AM
First up, thanks for a great mod!  :)

I love Shinzy's work, but i just have a different taste in droids so i made myself a droid reskin and i was thinking perhaps you would like to put it up as a sub-mod. This has yet to be tested in game. I have yet to reach the point where i can build droids and i probably wont get there for a while, so i was hoping someone could give it a test run for me and tell me if there is anything i need to change/fix. Misaligned heads, dark textures or whatnot.

Edit: Figured out how to cheat so i could try it out. Seems to be working well enough except for one thing. Any clothing/armor i put on the droid displays the thin body type sprite. Could this have something to do with the droid back storys? Human colonists body type are decided by the chosen back story so i can only assume that when i changed the body sprite to hulk type i messed up. Any advice from people who unlike me actually knows what they are doing would be much appreciated.  ???

Edit: Do NOT download this if you intend to use it as a straight up replacer, it is not working properly. Feel free to use it for anything else though (unless "anything else" is printing it on a piece of paper, wrapping said piece of paper around a brick and throwing it at me).



(http://i60.tinypic.com/2148r2u.jpg)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 21, 2015, 09:43:47 AM
Nice!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Shinzy on January 21, 2015, 10:16:14 AM
First up, thanks for a great mod!  :)

I love Shinzy's work, but i just have a different taste in droids so i made myself a droid reskin and i was thinking perhaps you would like to put it up as a sub-mod. This has yet to be tested in game. I have yet to reach the point where i can build droids and i probably wont get there for a while, so i was hoping someone could give it a test run for me and tell me if there is anything i need to change/fix. Misaligned heads, dark textures or whatnot.

(http://i60.tinypic.com/2148r2u.jpg)

the text needs to be MD-2 =P *poke*
looks creepy ;D in the good way
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 21, 2015, 08:07:33 PM
First up, thanks for a great mod!  :)

I love Shinzy's work, but i just have a different taste in droids so i made myself a droid reskin and i was thinking perhaps you would like to put it up as a sub-mod. This has yet to be tested in game. I have yet to reach the point where i can build droids and i probably wont get there for a while, so i was hoping someone could give it a test run for me and tell me if there is anything i need to change/fix. Misaligned heads, dark textures or whatnot.

Edit: Figured out how to cheat so i could try it out. Seems to be working well enough except for one thing. Any clothing/armor i put on the droid displays the thin body type sprite. Could this have something to do with the droid back storys? Human colonists body type are decided by the chosen back story so i can only assume that when i changed the body sprite to hulk type i messed up. Any advice from people who unlike me actually knows what they are doing would be much appreciated.  ???



(http://i60.tinypic.com/2148r2u.jpg)
This texture us great! I love it. Would you mind if I use it for a new droid? Yeah the back story gives them a thin body type. I'm going to try disable them wearing apparel, it just doesn't feel right dressing droids up in clothes haha. But your texture looks really great! :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 22, 2015, 02:58:43 AM
Youll have fix global injuries if you remove clothing, unless its wanted functionality of course.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: BajtMe on January 22, 2015, 07:16:44 AM
Of course you can use it.  :) I'll leave the download up but i will edit my earlier post so no one tries to use it as a replacer. I've been trying all morning to get it working properly trying all kinds of workarounds but i'm stumped so i'll drop it for now.

I tried adding "invisible clothing" for my game to use on droids. Giving them an icon so they can be seen when dropped on the ground but a blank (transparent) texture when worn. That way i could get the functionality of clothes (protection from cold and heat seems most important, i play ice sheet biome and the first droid i built froze to death within a minute). Making the icon that of a circuit and calling them "upgrade chip" instead of clothing.
Problem is .def files might as well be written in chinese as far as i am concerned. I would need to find a way to prevent these items from being equiped by regular colonists as well as figuring out how to make things craftable, and that stuff is waaaaay beyond me, i know, i've tried.  :-[
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 22, 2015, 08:36:11 AM
I can't seem to find anywhere that mentions where you get coal from. I thought from a fissure but I saw a post saying what the different size fissures produce and none of them mentioned coal. Where do you get coal?

Also, the Fissure Generator has a size of 3x3. It says it can generate Steam Geysers. I don't know what size fissures are but Steam Geysers are 2x2. So how can I tell where the Steam Geyser will appear? I remember seeing a similar question but I don't remember seeing an answer and now I can't find it.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Dragoon on January 22, 2015, 01:49:15 PM
ore extractor makes coal.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 22, 2015, 01:59:56 PM
@BajtMe; in the ThingsDef folder, there are the two files Apparel_Hats.xml and Apparel_Various.xml; In each of these files there is this line of code: <tags> A_TAG </tags> (where A_TAG is a specific tag). So, for example, "Apparel_Pants" (in Apparel_Various.xml) has the tags "Outlander" and "Spacer". What this means is that anyone with the Tag Outlander and/or Spacer, can spawn with these items.

Now if you go into the PawnKindsDefs folder, and then into one of the PawnKinds_Mercenary.xml (as an example), you'll find a line of code that says: <apparelTags> </apparelTags>. Any tag in that code corresponds to items in the other two files mentioned.

So if you wanted to have only robots gaining the items, then have in the apparel files say a tag like "Robot", and then in the PawnKindsDefs folder have the robots being only able to wear Apparel with the tag "Robot" and don't had that tag to any of the humanoid races. Hope this helps!

PS: Not sure if it will fully prevent humanoids from wearing the items, but it should prevent humanoids spawning with the items on them.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 22, 2015, 02:22:55 PM
I can't seem to find anywhere that mentions where you get coal from. I thought from a fissure but I saw a post saying what the different size fissures produce and none of them mentioned coal. Where do you get coal?

Also, the Fissure Generator has a size of 3x3. It says it can generate Steam Geysers. I don't know what size fissures are but Steam Geysers are 2x2. So how can I tell where the Steam Geyser will appear? I remember seeing a similar question but I don't remember seeing an answer and now I can't find it.
Coal is produced from an Ore miner on a medium sized fissure. I haven't had time to write up all the documentation yet (and I've been putting it off, it's boring :P)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on January 22, 2015, 05:33:13 PM
Any reason my droids would have just stopped wanting to charge themselves.....keep seeing "missing" on my edb interface, watched a couple now and they are just running themselves dry.

Edit - actually this may just have been a case of long hauling jobs (distance).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: AlyfoxLP on January 22, 2015, 07:58:46 PM
:O

you sold me at cleaning droids :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Meerkat99 on January 22, 2015, 09:21:17 PM
Are there any compatibility issues with other mods
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 22, 2015, 09:36:13 PM
Are there any compatibility issues with other mods
Not that I know of :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 22, 2015, 09:55:26 PM
Coal is produced from an Ore miner on a medium sized fissure. I haven't had time to write up all the documentation yet (and I've been putting it off, it's boring :P )
So a Small or Large won't produce any? Or are you saying you have to have at least a Medium and that a Large will produce more?

BTW I'm for the idea that droids don't wear cloths. They should be given a higher and lower comfort threshold to avoid hypothermia and heatstroke and not gain physical protection from clothing either. Of course the battle droid would have to have more natural armor because it would have extra armor plating.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: sethlesser on January 22, 2015, 09:59:44 PM
Coal is produced from an Ore miner on a medium sized fissure. I haven't had time to write up all the documentation yet (and I've been putting it off, it's boring :P )
So a Small or Large won't produce any? Or are you saying you have to have at least a Medium and that a Large will produce more?

The larges (whether it is intended or not) can produce coal ^-^
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: StorymasterQ on January 22, 2015, 10:00:31 PM
What is this Small and Medium and Large business. You should know that the only recognizable sizes are Tall, Venti, and Grande :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 22, 2015, 10:03:13 PM
Coal is produced from an Ore miner on a medium sized fissure. I haven't had time to write up all the documentation yet (and I've been putting it off, it's boring :P )
So a Small or Large won't produce any? Or are you saying you have to have at least a Medium and that a Large will produce more?
You need at least a medium sized one. The required size of a material is the minimum size; anything bigger will also be able to produce that. They all produce the same amount, but that is a good idea that large fissures produce more, I think I'll add that in
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 22, 2015, 10:03:51 PM
What is this Small and Medium and Large business. You should know that the only recognizable sizes are Tall, Venti, and Grande :D
xD what language is that?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 22, 2015, 10:05:28 PM
Wow! I quickly edited my post and 2 3 new posts appeared in the mean time.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: StorymasterQ on January 22, 2015, 10:09:56 PM
Wow! I quickly edited my post and 2 3 new posts appeared in the mean time.

There's only one explanation: We're all ninjas.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 23, 2015, 02:18:40 AM
dun dun dunnn
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 23, 2015, 02:39:45 AM
also what might be in a new update any hints?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: hesoyam on January 23, 2015, 03:14:12 AM
What is this Small and Medium and Large business. You should know that the only recognizable sizes are Tall, Venti, and Grande :D
xD what language is that?
I think it's a dialect of Starbucks ;D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 23, 2015, 04:54:30 AM
also what might be in a new update any hints?
It's a secret :3
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 23, 2015, 06:14:19 AM
An addition that might be nice is if the mine(maybe make it another building to not clutter the product wheel too much) would be able to pull up stone chunks. It's one of the few reasons I still have industrialisation around in my mod list.(beyond the fact that the industerialisations mine is a lot faster and has a make untill option, which helps keep the stockpile from getting overfilled with an Fton of one material)

Also if we have embrasures how about turrets that perform the same action, you know hiding underground ready to be deployed on command. Personally I think that would be great to be able to turn an entrance into a killing field once the enemies have walked right into the middle of it.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 23, 2015, 06:51:29 AM
#need robots that do every thing and let the pawns do nothing
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 23, 2015, 11:40:56 AM
So is the Ore Extractor supposed to work with the A2B Conveyor Belts or is that not working right now?

Edit: Never mind. I figured it out. The conveyor loader has to be touching the Ore Extractor but not in the interaction square (where it normally spits stuff out).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: ArcAngelSlayer on January 23, 2015, 02:12:02 PM
Awesome! Can't wait to try the update, can this be used with an existing save or will I have to start fresh?

Also, is this compatible with Industrialization?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 23, 2015, 02:35:12 PM
Ah, hello again, its me, I would love to come up with another wish :)

Would it be possible to give droids a "home-base"? A spot where they shall go if idle? It irritates me always to read "colonist idle" and then look and see crematorius has done with muffaloe stockpile and waiting for the next squirrel rampage.

It would be awesome if the droid would go to a certain place and wait there until new jobs come up.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 23, 2015, 04:18:25 PM
So is the Ore Extractor supposed to work with the A2B Conveyor Belts or is that not working right now?

Edit: Never mind. I figured it out. The conveyor loader has to be touching the Ore Extractor but not in the interaction square (where it normally spits stuff out).
Oh it works? I thought it had broken haha. Yeah the loader should be touching any side and it will put to Ore onto that instead
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 23, 2015, 07:23:31 PM
Why is it that when you change a mechanical wall to an embrasure / lower it / raise it, it is temporarily without power for like 2-3 seconds?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 24, 2015, 02:09:04 AM
Awesome! Can't wait to try the update, can this be used with an existing save or will I have to start fresh?

Also, is this compatible with Industrialization?
Hmm, I think it should be able to be used with an old save, but don't quote me on that. And as far as I know it is compatible!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 24, 2015, 02:10:15 AM
Why is it that when you change a mechanical wall to an embrasure / lower it / raise it, it is temporarily without power for like 2-3 seconds?
That's the time it takes for it to reconnect to the power network. There's no way to change this, it's hard coded in to the game. I like to think of it as a balancing feature :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Finn on January 24, 2015, 03:00:11 AM
I think I might be an idiot but I can't seem to get my colonists to make droids. I loaded up a world in godmode to make sure it wasn't me being stupid. I had over 20 Circuits, Metal silver etc, a droid table and a droid charge pad as-well as power and crafters and for some reason it would not let me create a droid no matter what I did, is there something that'd I'm doing incredibly wrong? I made sure I disabled all other mods before testing.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 24, 2015, 03:41:09 AM
I think I might be an idiot but I can't seem to get my colonists to make droids. I loaded up a world in godmode to make sure it wasn't me being stupid. I had over 20 Circuits, Metal silver etc, a droid table and a droid charge pad as-well as power and crafters and for some reason it would not let me create a droid no matter what I did, is there something that'd I'm doing incredibly wrong? I made sure I disabled all other mods before testing.

...Silver? As far as I know you need steel, plasteel and circuits to make the droids. Also check to make sure the droid you selected doesn't need more than 20 circuits.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Finn on January 24, 2015, 03:44:45 AM
Ah Plasteel I guess that's what I'm not doing. Alright thanks.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 24, 2015, 05:33:08 AM
I think I might be an idiot but I can't seem to get my colonists to make droids. I loaded up a world in godmode to make sure it wasn't me being stupid. I had over 20 Circuits, Metal silver etc, a droid table and a droid charge pad as-well as power and crafters and for some reason it would not let me create a droid no matter what I did, is there something that'd I'm doing incredibly wrong? I made sure I disabled all other mods before testing.

...Silver? As far as I know you need steel, plasteel and circuits to make the droids. Also check to make sure the droid you selected doesn't need more than 20 circuits.
i hate when you have a big problem just because you don't see something
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: torskee on January 24, 2015, 05:45:36 AM
Great mod. If you take requests I might throw a few suggestions.

Don't take the possibilty to dress up the droids - I use the EDinterface, and dressing the droid with proper headitem (medic helmet for doctor, hardhat for worker etc, and a human skull for the Crematorius) lets me select the right one

Add the option that the recharge pod is considered a bed, and only usable by droids (like in MAI). With this, there will be no more need of setting extra sleeping spots to get rid of the notification that there are not enough beds.

I reckon you are considerring adding the texture from few pages before as a combat droid mk.II. Could you add another droid, melee. Like a spiderbot - fast, and goes "big boom" when killed - suicidal first wave of defense.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 24, 2015, 04:53:54 PM
Great mod. If you take requests I might throw a few suggestions.

Don't take the possibilty to dress up the droids - I use the EDinterface, and dressing the droid with proper headitem (medic helmet for doctor, hardhat for worker etc, and a human skull for the Crematorius) lets me select the right one

Add the option that the recharge pod is considered a bed, and only usable by droids (like in MAI). With this, there will be no more need of setting extra sleeping spots to get rid of the notification that there are not enough beds.

I reckon you are considerring adding the texture from few pages before as a combat droid mk.II. Could you add another droid, melee. Like a spiderbot - fast, and goes "big boom" when killed - suicidal first wave of defense.
I'm going to be working on getting unique textures for each droid, so telling them apart shouldn't be so much of a problem. Maybe I could just let them wear hats and nothing else :P
Yeah the bed thing is something I really need to fix, I have a couple of ideas for it, but I'm not sure if they will work.
I'm always open to suggestions! :D I like your idea, I've put it onto my list :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 24, 2015, 09:23:47 PM
Here is an idea Mipen, dunno if it would work or not, but going to leave it here nonetheless. While giving Elstrages some ideas for base defenses, I had thought about a "crushing wall trap", based on your mechanical walls.

How it is supposed to work is to have a large area of mechanical walls in the lowered position and then when raiders or other hostiles entered that area, a player could order all the walls into the raised position, essentially creating the effect of a "cave in"... or in this case, the wall crushing the raider into the ceiling.

I was wondering what would happen if a colonist or raider was standing on a field of lowered mechanical walls and then you raised up all those walls around them and on the space their standing on. Would it:

A) Displace them to a nearby square?
B) Kill them instantly?
C) Cause a game crash?
D) The wall will refuse to be raised until they are out of its square?
----
On the same lines of thought, could those kinds of walls be raised and seal raiders inside instead of crushing them instantly, by say having a larger area of lowered walls and then raise them once the raiders are inside, thus trapping them?

Logically they would start to beat away at the walls to try and escape, so, could there be a mechanical wall that works much like a "cooler" where it can reduce the temperature of the sealed in area down to like -150 very quickly (except with a VERY high power cost) or if the heater was facing into the room, heat up the room very quickly to like +250?

What would the purpose of this be? Well, raiders will collapse from hypothermia or hyperthermia when it reaches "serious" level of hypo/hyperthermia. Any collapsed raider will thus be easy pickings for taking them prisoner. And any fellows that don't collapse will be greatly fewer in number.

An alternative to having a wall that heats up / cools down the room, is to have one set to be an embrasure and have a colonist equipped with a Molotov cocktail, and toss a cocktail into the room. Since the fire would be contained, the temperature would go from average temperature to over 1000 degrees Celsius very quickly, but that would require fireproof walls and high health for those walls.

Thoughts?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 24, 2015, 10:45:46 PM
Why can't you just use the heaters and coolers in the game? Sure they can be slow but having a a really fast heater might be a bit too cheaty. I noticed, when I used heaters to cook the cryosleep temples, that if there is no where to go they just stand around until they collapse or go crazy. If there is a turret they shoot it, if there is a door they will probably break it down but if there are just walls they just stand around. So maybe you can just seal them in and throw a Molotov Cocktail through an embrasure and that will do the trick. If you make the walls out of stone they should survive.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 25, 2015, 01:54:22 PM
The problem with that idea is that a person to throw a Molotov in there, would be a sitting duck, as they would be the ONLY target the raiders could see, and thus would all attack the colonist with the molotovs and might outright kill your colonist before they can throw a Molotov. And even if you can throw a Molotov inside, the problem is that the fire must have a fuel source to continue to burn, and thus all the raiders inside would get lit on fire and burn up completely and thus completely negate any possible raider retrieval afterwards.

The problem with the heater or coolers already ingame is that they are too slow. If you manage to trap 50 raiders inside, using conventional heating or cooling to knock them out, before they knock down the mechanical walls is next to impossible to do.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Iwillbenicetou on January 25, 2015, 02:04:37 PM
An alternative to having a wall that heats up / cools down the room, is to have one set to be an embrasure and have a colonist equipped with a Molotov cocktail, and toss a cocktail into the room. Since the fire would be contained, the temperature would go from average temperature to over 1000 degrees Celsius very quickly, but that would require fireproof walls and high health for those walls.

Thoughts?

The fire would have to go out, (quicker the bigger the fire) if it was totally sealed. And unless you have a solution for dealing with conduction, that would be cool. Unless you don't want to go on that high of a scale :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 26, 2015, 07:26:27 PM
Well the moment you convert an embrasure to a lowered wall, the temperature of outdoors would be applied to the interior of the "flash furnace / flash freeze", so that would deal with the excess heat very quickly.

The only way to make the fire option work is to provide some kind of fuel source for the fire. So, if you had a growing zone inside the furnace / freezer, growing some kind of plant... those plants could burn for you, but again, problem is getting a colonist to the point where they can toss a Molotov inside without getting obliterated by being public enemy number one.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 27, 2015, 02:02:00 AM
Would it be possible to create a tile, floor e.g. that droids cannot pass?

An option for doors to not let pass droids (or _only_ let droids pass) would be both awesome and useful. Do u think there is a chance to do that?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: SilverDragon on January 27, 2015, 02:24:41 AM
Would it be possible to create a tile, floor e.g. that droids cannot pass?

An option for doors to not let pass droids (or _only_ let droids pass) would be both awesome and useful. Do u think there is a chance to do that?

Or maybe a zone tool that creates areas that droids are allowed to wander about? :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on January 27, 2015, 09:47:04 AM
Just a quick question.  What is the difference in the fissure size? What do i get out of a large one that I don't get from a small, and what's the downside to just making a giant rift every time?  I didn't want to do anything... rash, without knowing what I was doing first.

P.S. Oh and do the fissures ever run out of resource? I've been looking through the posts about fissures and caught hints that they might but wasn't sure.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: tontje on January 27, 2015, 09:54:08 AM
A droid got his arm shot off, but i have no way of fixing him ?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 27, 2015, 10:11:19 AM
Just a quick question.  What is the difference in the fissure size? What do i get out of a large one that I don't get from a small, and what's the downside to just making a giant rift every time?  I didn't want to do anything... rash, without knowing what I was doing first.

P.S. Oh and do the fissures ever run out of resource? I've been looking through the posts about fissures and caught hints that they might but wasn't sure.

The size of the fissure determines what type of resources you can get with the miner set on top of it. The small ones will only give you steel, the medium ones have a few minable options(haven't used them ever) and the large ones allow you to mine most resources(steel, coal, silver, gold, uranium, plasteel). Beyond that it takes a lot longer to make a large fissure than a small fissure, so if you only want the steel, you might as well make a small fissure and save some time.

And as far as i'm aware they don't run out of resources ever, then again I haven't had one run for a year or two, so I could be wrong. Just keep about 2000 steel stored away and you'll be fine whether it'll eventually run out or not, as you'll just be able to fill the fissure(if it doesn't disappear after running out) and make a new fissure generator and ore extractor.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 27, 2015, 02:19:23 PM
The value in having a larger fissure depends on what mods you are running with. Some mods require Uranium in their buildings, and thus a large fissure is ideal for that, rather than hoping some trader has some.

Plasteel is required for building the spaceship components, and for most mods with bionics, like Cybernetic Storm, Plasteel is required for pretty much everything. You can also build walls and doors out of it that is like 2-3 times stronger than steel in hitpoints.

Gold is great if you do sculptures as Gold sculptures can sell for a lot of silver even if they are of shoddy craftsmanship.

Silver is great if you don't encounter many traders and thus need to have some silver ready at hand for when traders do come. Also, great for this mod, as circuitry requires I think 75 silver per batch, or something.

As for running out? Nah. They'll keep spawning the stuff, and if you don't have a stockpile set up for them, they resources will just keep stacking. I've seen piles get up to in excess of 5000 resources at times. 
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on January 28, 2015, 02:03:03 AM
For the modmaker.  When i built my first combat droid it ran over to a charge pad just like the others.  But once it was fully charged my debug window got completely spammed with errors of the droid not having a melee value or something.  It stopped once I had him pick up a pistol but I haven't tested to see if he can attack or anything.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Kazuto Kirigaya on January 28, 2015, 02:06:04 AM
Could you make an individual mod for the Droids? I want to use them but don't want the full package of this mod... If you could I would be very grateful!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: SilverDragon on January 28, 2015, 05:17:39 AM
Could you make an individual mod for the Droids? I want to use them but don't want the full package of this mod... If you could I would be very grateful!

Here you go, I ripped the files apart in the modpack and rigged a droid only kit together with some bubblegum:
https://www.dropbox.com/s/1656bmlhccva891/MD2-Droids.rar?dl=0 (https://www.dropbox.com/s/1656bmlhccva891/MD2-Droids.rar?dl=0)

I didn't touch the .dll at all since I don't have the source files, so I'm not sure if there will be issues with it.
I adjusted the recipes so they won't require the MD2 specific parts, instead each droid requires 20 uranium to manufacture, and I also simplified the research tree a little bit, but you still need to go the full length to get them. :)
If theres any issues with it, either ask for help or try to fix it yourself. ;D
I hope these were the droids you were looking for.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on January 28, 2015, 05:20:17 AM
It's Droids birthday today! She just turned 1. :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mbos14 on January 28, 2015, 05:45:28 AM
the cremation android keeps burning all my animals i have killed for food. is it possible to add a way for the android to only do rotten/skeleton animals and not all animals
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Cryov on January 28, 2015, 07:57:17 PM
There is a problem with this mod pack.
The combat droids generate a LOT of lag. It looks like they scan for a melee combatant every tick.
I built 6 to permanently man my 6 mortars and my game started lagging like crazy then I looked in the log and saw the crazy amount of spam for them scanning. Needless to say I deactivated them and the spam went away and my lag cleared up immediately.
Could you possibly look into this? I love your droids and having a form of automatic mortars.

Also getting rid of the message that they need beds would be nice as well.

**edit** as one poster said, also equipping them with weapons gets rid of their spam
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: millenium on January 28, 2015, 08:02:19 PM
There is a problem with this mod pack.
The combat droids generate a LOT of lag. It looks like they scan for a melee combatant every tick.
I built 6 to permanently man my 6 mortars and my game started lagging like crazy then I looked in the log and saw the crazy amount of spam for them scanning. Needless to say I deactivated them and the spam went away and my lag cleared up immediately.
Could you possibly look into this? I love your droids and have a form of automatic mortars.

Also getting rid of the message that they need beds would be nice as well.
i think any of the droids can man mortars/turrets just fine at least im fairly sure. i do agree with the need to fix the bed  thing its not annoying but just doesn't need to be there.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 29, 2015, 12:08:11 AM

Or maybe a zone tool that creates areas that droids are allowed to wander about? :)

Yes, but I guess a flor tile would be easier to make maybe.

Aaaaaaaaaaaaaaaaand, I forgot. How about a "homeport" for each droid. It could fullfil the "bed" need for the droid aaaaaaaaaaaaaaaand if droid is idle it go there and goes in standby. So it doesnt appear in "idle colonist" list.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 29, 2015, 01:19:29 AM
if droid is idle it go there and goes in standby. So it doesnt appear in "idle colonist" list.
But... it is idle.  ???
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Yas on January 29, 2015, 05:22:19 AM
if droid is idle it go there and goes in standby. So it doesnt appear in "idle colonist" list.
But... it is idle.  ???
If my wasching machine is idle, I turn it off. No need it tells me "Im idleeeeeee, heeee! Youuuu, Im idle! I need some atteeeention! Hug me, play with me, huuuuhuuuu, Im still idle!". Get the idea? :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Binkus on January 29, 2015, 06:02:40 AM
this is a wonderful mod

the only thing i wanted to do with my droids and colonists was to have a Droid or settler only door so areas i could separate off from droids or squishees

great work this added so much for me

i think i would have made a droid that didnt just explode on death maybe just crumple i tended to have an army of them armed with long swords rush in and suicide bomb enemies
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 30, 2015, 01:18:10 AM
The furnace idea of mine actually does work. I used a modified campfire that pushes 100 heat per second (yes quite hot) and a maximum heat pushed up to of 1500. Anyone caught inside the furnace collapses from heatstroke. Also, curiously enough, they also spontaneously start catching fire which builds up the temperature even faster. Made possible with mechanical walls used as "doorways" that then raise up and seal them inside. Best done with a mechanical wall leading to the outside for instant cool off.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on January 30, 2015, 02:32:04 AM
I believe you get spontaneous combustion over about 200. Although at that temperature it can still take a while for everyone to collapse. I would think that at 1500 they would turn to cinders instantly :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: StorymasterQ on January 30, 2015, 02:44:19 AM
I believe you get spontaneous combustion over about 200. Although at that temperature it can still take a while for everyone to collapse. I would think that at 1500 they would turn to cinders instantly :)

(http://stream1.gifsoup.com/view5/3019573/indiana-jones-face-melt-o.gif)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on January 30, 2015, 11:19:04 AM
horrible image
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: SilverDragon on January 30, 2015, 11:28:50 AM
horrible image

That's my face when I jump to the forums one morning with a cup of coffee and see a whole bunch of fun new stuff to play around with. ;D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: palandus on January 30, 2015, 07:16:44 PM
Looks more like he was on the receiving end of a UT bio rifle than spontaneous combustion
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: numen0r on January 30, 2015, 10:37:27 PM
I have a problem with the coal power plant, I don't need to research the technology to buy it, and even if I do research the coal power tech I still don't get access to the coal feeder unless I enable God mode.

It seems i'm the only one with this problem. (I don't see why this should be conflicting with other mods)
any ideas?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: chaotix14 on January 31, 2015, 05:17:48 AM
I have a problem with the coal power plant, I don't need to research the technology to buy it, and even if I do research the coal power tech I still don't get access to the coal feeder unless I enable God mode.

It seems i'm the only one with this problem. (I don't see why this should be conflicting with other mods)
any ideas?

Maybe you are still running an older version of the mod, i remember having the same problem where I could access the power plant itself without research(didn't research the tech prior to updating to a fixed version so I can't say if I also couldn't access the feeder). You could try updating to the most recent version.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: numen0r on January 31, 2015, 03:37:08 PM
Quote
Maybe you are still running an older version of the mod, i remember having the same problem where I could access the power plant itself without research(didn't research the tech prior to updating to a fixed version so I can't say if I also couldn't access the feeder). You could try updating to the most recent version.
I just redownloaded the newest version and the issue is still the same. (I made sure to delete the old folder) applied and reapplied the mod.  I'm looking at the Coal_generator.xml but I can't find any problems.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on January 31, 2015, 08:38:59 PM
Quote
Maybe you are still running an older version of the mod, i remember having the same problem where I could access the power plant itself without research(didn't research the tech prior to updating to a fixed version so I can't say if I also couldn't access the feeder). You could try updating to the most recent version.
I just redownloaded the newest version and the issue is still the same. (I made sure to delete the old folder) applied and reapplied the mod.  I'm looking at the Coal_generator.xml but I can't find any problems.

I just checked and everything is fine in the defs, maybe it's a problem with your save? Have you tried it with a new world?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: numen0r on January 31, 2015, 08:56:44 PM
Quote
Maybe you are still running an older version of the mod, i remember having the same problem where I could access the power plant itself without research(didn't research the tech prior to updating to a fixed version so I can't say if I also couldn't access the feeder). You could try updating to the most recent version.
I just redownloaded the newest version and the issue is still the same. (I made sure to delete the old folder) applied and reapplied the mod.  I'm looking at the Coal_generator.xml but I can't find any problems.

I just checked and everything is fine in the defs, maybe it's a problem with your save? Have you tried it with a new world?

I just tried a new world, still the same problem. Could it be that i'm on Alpha8e and not 8f ?

EDIT: ok I just tried a fresh Alpha8f version with nothing in it but MD2 mod. Still the same problem. Are there any residual config files from rimworld I should wipe? Either that or I don't know how to download your mod.

EDIT2: now I'm sure whatever the problem is it's from the mod itself. i just did a clean wipe of all save/config files everything. loaded alpha 8f and only mechanical defense 2 ... then created new world after loading the mod and restarting the game. same problem coal power plant is available from the get go. Now I Know I'm using an older version of your mod.

FINAL EDIT: YUP I was downloading the Master branch of your mod on github. (That's broken). I went into your releases tab and downloaded 3.0.2. that fixed everything.

sorry for all this.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: evrett33 on February 01, 2015, 10:28:37 PM
I just wanted to say I'm having a lot of fun with the droids and thanks for the mod. Hopefully you can talk Ludeon into incorporating it into the main game as there are all sorts of story possibilities with droids slaves. There totally needs to be a low tech abandoned droid faction that raids you looking for parts from time to time.

How about a "companion" bot that does wardening and has the social trait opposite of abrasive?
 
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: BinaryBlackhole on February 04, 2015, 03:07:22 AM
I researched the deep storage unit but I cant build it what's wrong?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on February 04, 2015, 12:35:30 PM
you have to actually research the deep storage mk1 near the bottom of the list
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on February 04, 2015, 02:49:17 PM
Found a small bug, when prioritizing soldering pcbs the float label is "prioritize disassembling machining table", not major just pointing it out.

Edit - actually droid table does it as well, might wanna check em all.

edit2 - ok damn using that command has reked my game, I can no longer craft at a table once I select any command to prioritize MD2 stuff on a worktable.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Izzus on February 05, 2015, 04:27:51 PM
I just thought of a decent addition to this mod:

Secur-Bots

They have two bills to select from. Colony defense, and riot control.

Colony defense will have them patrol home zones. When a threat enters the home zone, they attack with deadly force. Riot control is different though. They stay on their charge pads, and then when a prisoner tries to escape, they activate and subdue the prisoner, then bring the prisoner back to their bed. While the riot control bill is active, they cannot equip weapons.

Seems like a bit to code, I know, so I wouldn't be surprised if we never see this added to the mod. It's nice to consider though.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 06, 2015, 04:49:03 AM
Found a small bug, when prioritizing soldering pcbs the float label is "prioritize disassembling machining table", not major just pointing it out.

Edit - actually droid table does it as well, might wanna check em all.

edit2 - ok damn using that command has reked my game, I can no longer craft at a table once I select any command to prioritize MD2 stuff on a worktable.

That sounds very strange! Does it happen with any of the other mods creating tables? Or vanilla tables? I can't imagine what could cause that D:
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 07, 2015, 01:07:26 AM
Hi, I'm updating my mods for my next colony and I notice you don't include the version in the about info. Can you add the version in future versions please.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: popster99 on February 07, 2015, 01:35:01 AM
Found a small bug, when prioritizing soldering pcbs the float label is "prioritize disassembling machining table", not major just pointing it out.

Edit - actually droid table does it as well, might wanna check em all.

edit2 - ok damn using that command has reked my game, I can no longer craft at a table once I select any command to prioritize MD2 stuff on a worktable.

That sounds very strange! Does it happen with any of the other mods creating tables? Or vanilla tables? I can't imagine what could cause that D:
That happens with a few other mods its not a real problem though
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Voideka on February 07, 2015, 03:44:21 AM
Is there any way to stop the Crematorius droid from burning things besides human corpses? Maybe a file I could edit?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: skullywag on February 07, 2015, 03:47:54 AM
might be a good addition to add a new toggle button to disregard animal corpses.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 07, 2015, 05:45:15 AM
Hi, I'm updating my mods for my next colony and I notice you don't include the version in the about info. Can you add the version in future versions please.
Ach, I always forget to update the about info! I'll try to be better with that haha
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 07, 2015, 06:37:17 AM
Is there any way to stop the Crematorius droid from things besides human corpses? Maybe a file I could edit?
No sorry that is hardcoded into its ai.
I'll be fixing that in the next update
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Hayhorse on February 07, 2015, 08:45:45 AM


Download:
You can download the mod from GitHub:
 Download (https://github.com/mipen/Mechanical-Defence-2/)
Remember to only grab the latest release and not the master branch

[/quote]

There is only one branch to download, and you want us to download the latest not the master? The only branch of the download is the master branch.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 07, 2015, 05:31:09 PM
Erm I guess I didn't word that right. I meant only download from the releases and not from the source code, if that makes sense
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: dareddevil7 on February 07, 2015, 06:16:17 PM
would it be possible for you to make it so the mod can work without the RW launcher
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 07, 2015, 09:37:49 PM
would it be possible for you to make it so the mod can work without the RW launcher
It does work without the launcher now, however if you want to disable any parts that you don't want to use, then you'll have to do that through the launcher. I don't plan on changing that because is a lot of work adding each part separately
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 10, 2015, 10:38:17 AM
Love the mod, especially the droids.

I specialize in graphics... and was looking to reskin the droids. I especially want to create custom skins for each type of droid (builder, cleaner/hauler, combat, etc.). If you want to expand your mod, and are interested in these custom graphics, then let me know and I'll start work on them.

You can see some of my rimworld graphics here...

New Core graphics for the game...
https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363 (https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363)

New meal graphics for the game:
https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578 (https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578)

Tons of items in the game for the TechTreeMinima Mod (for alpha 7):
https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982 (https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982)
https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587 (https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587)

Cloths laying on the ground:
https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977 (https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977)

New metal, slag and stones:
https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047 (https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047)

New figure artwork (doesn't work with alot of other mods, and has some issues ... I need to tweek)
https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279 (https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on February 10, 2015, 10:20:46 PM
In regard to the coal power plant poll - I feel that in some ways it's a little over powered but in others it's not so much.  Automating it with a miner and conveyor belts from the A2B mod creates a nice little unit that essentially creates free power.  The amount however isn't huge, especially when running a million billion hydroponics basins.  I found myself building several "units" consisting of a coal miner and generator with auto conveyor belts.  All in all I think it's a nice addition because I don't really like having any of my base exposed (I almost always live in a nice cozy cave) and having to use solar panels or geothermal generators all wired over to my base annoys me.  What I do find a little over powered about using the coal system is that the coal miners are continually finding rubies, which makes it essentially a free silver and power generator.  Maybe to balance it you could increase the resource cost of building to require some rarer materials, silver, gold, or uranium, and remove the chance to find rubies when mining coal.  You could even have it require a crafted material that you research.  Steel plates or something, that would then be crafted from steel and used in construction.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: mipen on February 10, 2015, 10:35:24 PM
Love the mod, especially the droids.

I specialize in graphics... and was looking to reskin the droids. I especially want to create custom skins for each type of droid (builder, cleaner/hauler, combat, etc.). If you want to expand your mod, and are interested in these custom graphics, then let me know and I'll start work on them.

You can see some of my rimworld graphics here...

New Core graphics for the game...
https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363 (https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363)

New meal graphics for the game:
https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578 (https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578)

Tons of items in the game for the TechTreeMinima Mod (for alpha 7):
https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982 (https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982)
https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587 (https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587)

Cloths laying on the ground:
https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977 (https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977)

New metal, slag and stones:
https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047 (https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047)

New figure artwork (doesn't work with alot of other mods, and has some issues ... I need to tweek)
https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279 (https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279)
Would you be interested in doing some of the buildings? Shinzy has done the droids, and he said he will do some more unique ones for each droid. However the buildings are all my (awful) work and I would really appreciate some assistance with those :)

In regard to the coal power plant poll - I feel that in some ways it's a little over powered but in others it's not so much.  Automating it with a miner and conveyor belts from the A2B mod creates a nice little unit that essentially creates free power.  The amount however isn't huge, especially when running a million billion hydroponics basins.  I found myself building several "units" consisting of a coal miner and generator with auto conveyor belts.  All in all I think it's a nice addition because I don't really like having any of my base exposed (I almost always live in a nice cozy cave) and having to use solar panels or geothermal generators all wired over to my base annoys me.  What I do find a little over powered about using the coal system is that the coal miners are continually finding rubies, which makes it essentially a free silver and power generator.  Maybe to balance it you could increase the resource cost of building to require some rarer materials, silver, gold, or uranium, and remove the chance to find rubies when mining coal.  You could even have it require a crafted material that you research.  Steel plates or something, that would then be crafted from steel and used in construction.
Thanks for the feedback! I have now disabled finding rubies for the moment, until I can get around to doing a proper event for it. Also, the coal power plant will generate heat now, which should help a bit with balancing. I'm glad you like it and that it isn't too ridiculously OP. My thinking is that it requires a little bit of management for a moderate increase of power compared to the geo gen
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 10, 2015, 11:00:35 PM
The one time I used the coal burner I found it a bit annoying managing it. If my conveyor belt got full I'd be tempted to switch the ore extractor over to a valuable ore and then often forget to switch it back. Plus the Ore Extractor and belts require power. Also the coal burner, belts, hopper and ore extractor take up a lot more space then a geothermal. I'm pretty sure the geo produces more power per space taken up.

To sum up;
   - Geos are simpler to set up.
   - Geos produce more power per space taken up (although I might be wrong about this).
   - Geos don't require power to produce power.

So I think next time I'll just create more geos instead.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 11, 2015, 01:43:56 AM
I started playing around with some of the graphics...

Droid Assemply Table: (http://www.amazingdg.com/clients/rimworld/DroidAssembly.png) Droid Charger: (http://www.amazingdg.com/clients/rimworld/DroidCharger.png)

Circuitry: (http://www.amazingdg.com/clients/rimworld/Circuitry.png) Sand Pile: (http://www.amazingdg.com/clients/rimworld/SandPile.png) Silicon: (http://www.amazingdg.com/clients/rimworld/Silicon.png) Ruby: (http://www.amazingdg.com/clients/rimworld/Ruby.png)

I also started playing around with one of the robots... This is just some "design play," and definitely not final art. I want to have a yellow construction robot, a blue service/hauling/cleaning droid, a red combat robot, etc.
(http://www.amazingdg.com/clients/rimworld/_ex_DroidA.png)

I'll see what I can do with some of the other buildings....
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 11, 2015, 01:13:36 PM
I started playing around with some of the graphics...

Droid Assemply Table: (http://www.amazingdg.com/clients/rimworld/DroidAssembly.png) Droid Charger: (http://www.amazingdg.com/clients/rimworld/DroidCharger.png)

Circuitry: (http://www.amazingdg.com/clients/rimworld/Circuitry.png) Sand Pile: (http://www.amazingdg.com/clients/rimworld/SandPile.png) Silicon: (http://www.amazingdg.com/clients/rimworld/Silicon.png) Ruby: (http://www.amazingdg.com/clients/rimworld/Ruby.png)

I also started playing around with one of the robots... This is just some "design play," and definitely not final art. I want to have a yellow construction robot, a blue service/hauling/cleaning droid, a red combat robot, etc.
(http://www.amazingdg.com/clients/rimworld/_ex_DroidA.png)

I'll see what I can do with some of the other buildings....
They look great! Do you mind if I use them? I really like the droid too!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 11, 2015, 04:12:05 PM
Going to start working on the buildings... but since I already started reworking the robot.... here is a quick reskin of the original robot (based on the original design).
(http://www.amazingdg.com/clients/rimworld/Droid_front.png)(http://www.amazingdg.com/clients/rimworld/Droid_back.png)(http://www.amazingdg.com/clients/rimworld/Droid_side.png)
(http://www.amazingdg.com/clients/rimworld/DroidHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_side.png)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 11, 2015, 04:13:28 PM
They look great! Do you mind if I use them? I really like the droid too!

Sure. Feel free to use them.
I encourage mod authors to use all my graphics (that way, I don't need to replace the graphics whenever there is an update).  :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: skullywag on February 11, 2015, 04:14:42 PM
Going to start working on the buildings... but since I already started reworking the robot.... here is a quick reskin of the original robot (based on the original design).
(http://www.amazingdg.com/clients/rimworld/Droid_front.png)(http://www.amazingdg.com/clients/rimworld/Droid_back.png)(http://www.amazingdg.com/clients/rimworld/Droid_side.png)
(http://www.amazingdg.com/clients/rimworld/DroidHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_side.png)

*drools*
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on February 11, 2015, 05:58:05 PM
Another quick thing about the coal generator - I'm not sure if you've already patched this or not since I haven't updated in a bit, but I can't seem to be able to rotate it when I'm placing it.  It's not a huge problem since I can just shift around some other stuff to suit the orientation but I just thought I'd mention it.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Hayhorse on February 11, 2015, 05:59:07 PM
Quick queston; What mods do you guys use for conveyer belts?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on February 11, 2015, 07:16:11 PM
Quick queston; What mods do you guys use for conveyer belts?

I use the A2B Conveyor belts mod. Here you go - https://ludeon.com/forums/index.php?topic=5593.0
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.2 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on February 11, 2015, 07:26:53 PM
Thanks for the feedback! I have now disabled finding rubies for the moment, until I can get around to doing a proper event for it. Also, the coal power plant will generate heat now, which should help a bit with balancing. I'm glad you like it and that it isn't too ridiculously OP. My thinking is that it requires a little bit of management for a moderate increase of power compared to the geo gen

Ermmm how much heat does it make? And is there a way i could disable the heat in the def files? Lol I like having them indoors and I found out with steam geysers that's a really bad idea.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 11, 2015, 10:04:39 PM
Some new graphics for the hopper and the coal burner....
(http://www.amazingdg.com/clients/rimworld/CoalBurner.png)
(http://www.amazingdg.com/clients/rimworld/CoalFeeder.png)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: kingtyris on February 11, 2015, 10:53:36 PM
Mipen, I love LOVE your mod! Great work man! Can I make a small suggestion? Is there any way you can change the recipe for sand bags from steel to cloth and sand? It just seems so much more... Logical that way!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 11, 2015, 11:37:48 PM
That is logical but I do see a possible problem with that. End game I can actually run out of chunks. So I wouldn't have any way to make sandbags after that. You can of course just do some more mining to get chunks but on one map, I think it was either flat or small hills, I totally mined out every mountain. So I literally had nothing left to mine.

Yeah so it's a good idea but we would need to think a bit more on how we can make it work. Maybe have traders trade sand in sufficient quantities. Although it's not really logical for traders to trade sand. What are we going to have them trade next? Dirt? Air?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 12, 2015, 01:27:46 AM
Yeah so it's a good idea but we would need to think a bit more on how we can make it work. Maybe have traders trade sand in sufficient quantities. Although it's not really logical for traders to trade sand. What are we going to have them trade next? Dirt? Air?

You can have traders sell some kind of synthetic sand, or some kind of "rimworld dust", that basically works just like sand (but more expensive).  This would solve the "run out of chunks" issue. It would also make more sense than traders selling sand or dirt.

The trick would be having the workbench accept SAND or the alternative ingredient (is that even possible?)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Epyk on February 12, 2015, 02:28:28 AM
Here's some fantastic textures created by mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507):

Fissure generator:
(http://s17.postimg.org/7vg9bdjv3/Extracto1.png)

Extractor:
(http://s17.postimg.org/ih04ndq6n/Extracto2.png)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Korporal Kagger on February 12, 2015, 03:36:23 AM
How the... but... what, but... that's impossible...........  I downloaded this pack from this pack.  Not epyk pack.  And I downloaded this like a day ago.  But I have those textures...  Those textures that were just posted like an hour ago, are in the files I downloaded a day ago.  What sorcery is this?!?!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 12, 2015, 03:57:56 AM
What I want to know is how do you create textures like that? And I don't mean the imaginative design, which are great by the way. I mean the coloring and shading. It doesn't look like a 3D model but the shading looks like it might start as a 3D model then possibly pained by hand? How's it done?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: skullywag on February 12, 2015, 03:59:47 AM
dodge and burn my friend....dodge and burn.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: StorymasterQ on February 12, 2015, 04:07:08 AM
dodge and burn my friend....dodge and burn.

Aren't those cars? :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Shinzy on February 12, 2015, 04:11:09 AM
dodge and burn my friend....dodge and burn.
and mostly layers!
shading stuff gets a whole ton easier when you can get behind to spray the stuff
everything's better with layers, especially cake
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 12, 2015, 05:05:22 AM
My paint.net does layers, and I do like using them, but I don't think it does dodge and burn. I think I need a more complex piece of software. I'll see if I can find one that does doge and burn and is really easy to use, and hopefully free
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mrofa on February 12, 2015, 05:26:52 AM
Krita and gimp got ability to make dodge and burn effect
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 12, 2015, 05:35:22 AM
Another quick thing about the coal generator - I'm not sure if you've already patched this or not since I haven't updated in a bit, but I can't seem to be able to rotate it when I'm placing it.  It's not a huge problem since I can just shift around some other stuff to suit the orientation but I just thought I'd mention it.
Yeah I disabled rotation because it looked really weird at any other angle :P with jabbamonkey's new texture it might look okay though so if it does then I will re-enable the rotation

Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 12, 2015, 06:06:32 AM
You would need to use front, back and side textures for it to look right (unless you did a top view texture).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Asfalto on February 12, 2015, 10:33:35 AM
could you put the date of your last update in the title of the mod plz?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 12, 2015, 01:08:56 PM
What I want to know is how do you create textures like that? And I don't mean the imaginative design, which are great by the way. I mean the coloring and shading. It doesn't look like a 3D model but the shading looks like it might start as a 3D model then possibly pained by hand? How's it done?

I do my images using Photoshop (or Illustrator). Great programs with alot of versatility. However, there are so many facets to the programs, that some people find it difficult to use (too many options!!!). I've been working with the programs for years, so I'm fairly good with them.

Typically I start with a scanned drawing, or a pre-existing image (like the original droid image that they used). Then, using the scanned image, I import the drawing into either Illustrator or Photoshop. I then create "paths" or shapes around the elements. Then I add the textures (like the rough metal texture), and then "airbrush" some shading. 

There are tons of tutorials online how to do this (but it does take awhile ... this isn't a 10 minute project).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 12, 2015, 01:09:44 PM
Here's some fantastic textures created by mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507):

Fissure generator:
(http://s17.postimg.org/7vg9bdjv3/Extracto1.png)

Extractor:
(http://s17.postimg.org/ih04ndq6n/Extracto2.png)

These are awesome. No need for me to redo these.  :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 12, 2015, 01:18:10 PM
Well that was a pretty good description of how you do it. Thanks. I'll keep them in mind the next time I work on a texture.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 12, 2015, 01:19:00 PM
could you put the date of your last update in the title of the mod plz?
It doesn't fit :(

You would need to use front, back and side textures for it to look right (unless you did a top view texture).
Yeah that would be ideal, but it would require more textures, and jabbamonkey has just done a lovely one for me D:
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mrofa on February 12, 2015, 01:43:04 PM
jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Asfalto on February 12, 2015, 03:10:21 PM
could you put the date of your last update in the title of the mod plz?
It doesn't fit :(

Well ;_;

:D btw awesome mod.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 12, 2015, 03:23:02 PM
jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D

What's left? The DSU?

I think the walls are all fine, since they already resemble the other walls in the game...
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 12, 2015, 04:26:38 PM
could you put the date of your last update in the title of the mod plz?
It doesn't fit :(

Well ;_;

:D btw awesome mod.
But if you look at the releases, it should show how many days it has been since it was released, and I will start putting the date of it in the title

jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D

What's left? The DSU?

I think the walls are all fine, since they already resemble the other walls in the game...
Yeah I think it's only the dsu left :D thanks so much, you're awesome!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 12, 2015, 04:30:50 PM
jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D

What's left? The DSU?

I think the walls are all fine, since they already resemble the other walls in the game...
Oh! Maybe coal? :3
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: Redshadow on February 13, 2015, 07:17:47 AM
jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D

What's left? The DSU?

I think the walls are all fine, since they already resemble the other walls in the game...
Oh! Maybe coal? :3

Only other thing I can think of is adding icons in place of the droid spawn items (which currently use the textures of Coal). But then again, unless you have a mod that makes the items not work, or a mod like Prep Carefully(which allows you see the items before you select them). If you don't have one of those mods then it's pretty useless.
Anyway, great textures, jabbamonkey. Great mod, Mipen!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: mipen on February 13, 2015, 03:53:05 PM
jabbamonkey you could redo the rest since im kinda lacking time to do anythig in mid of a week and i love your style :D

What's left? The DSU?

I think the walls are all fine, since they already resemble the other walls in the game...
Oh! Maybe coal? :3

Only other thing I can think of is adding icons in place of the droid spawn items (which currently use the textures of Coal). But then again, unless you have a mod that makes the items not work, or a mod like Prep Carefully(which allows you see the items before you select them). If you don't have one of those mods then it's pretty useless.
Anyway, great textures, jabbamonkey. Great mod, Mipen!
I'm loathe to admit this, but... that texture used for the coal is just my default texture I use when coding, and isn't actually the coal texture. I completely forgot to change it... D:
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.3 - Alpha 8 and Coal Power!)
Post by: skullywag on February 13, 2015, 05:12:12 PM
The little black circle? Brilliant! No one would of ever known.....
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 13, 2015, 07:33:18 PM

Been playing around with customizing droids...  Here is an iteration of the builder droid...

(http://www.amazingdg.com/clients/rimworld/DroidBuilder_front.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilder_back.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilder_side.png)

(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_side.png)

Also, right now the icon used for the droids when using the "prepare carefully" mod is a gray circle... Once all the new droids are complete, you could probably use the droids head for each icon... or I can create a box "kit" for each droid.

I do think that the droids are VERY INEXPENSIVE when "preparing carefully" and starting a new game. I think they are around only 9 points each? Less than a skill point? Ouch. Right now I choose not to start with any droids, because it makes things way too easy.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mipen on February 13, 2015, 07:44:12 PM

Been playing around with customizing droids...  Here is an iteration of the builder droid...

(http://www.amazingdg.com/clients/rimworld/DroidBuilder_front.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilder_back.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilder_side.png)

(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidBuilderHead_side.png)

Also, right now the icon used for the droids when using the "prepare carefully" mod is a gray circle... Once all the new droids are complete, you could probably use the droids head for each icon... or I can create a box "kit" for each droid.

I do think that the droids are VERY INEXPENSIVE when "preparing carefully" and starting a new game. I think they are around only 9 points each? Less than a skill point? Ouch. Right now I choose not to start with any droids, because it makes things way too easy.
He looks great! Very golden :P Yeah I guess using their head for the icon would be best, you aren't actually supposed to see that item. There's not much I can really do about taking it out from preparecarefully, maybe EdB would be able to exclude them from the list if I asked nicely :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 14, 2015, 11:20:06 AM
Can you not change your droid spawners (as thats whats displaying in PC) to buildings and not use items.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Machine on February 14, 2015, 02:45:11 PM
Really loving this mod. I noticed that the Crematorius shouldn't target animals you hunt though.

Here's how you fix it.

JobGiver_GetCorpses.cs
Code: [Select]
using MechanicalDefence2.Util;
using RimWorld;
using System;
using Verse;
using Verse.AI;
namespace MechanicalDefence2.Droids
{
public class JobGiver_GetCorpses : ThinkNode_JobGiver
{
protected override Job TryGiveTerminalJob(Pawn pawn)
{
Job result;
if (pawn.GetType() == typeof(Crematorius))
{
Crematorius crematorius = (Crematorius)pawn;
if (crematorius.Active)
{
Corpse corpse = (Corpse)CorpseFinderUtility.FindClosestCorpse(crematorius);
if (corpse != null)
{
                        if (corpse.innerPawn.RaceProps.humanoid == true)
                        {
                            result = new Job(DroidJobDefs.CremateJob, corpse);
                            return result;
                        }
                        else if (corpse.innerPawn.RaceProps.IsAnimal)
                        {
                            CompRottable comp = corpse.GetComp<CompRottable>();
                            if (comp != null && comp.Stage != RotStage.Fresh)
                            {
                                result = new Job(DroidJobDefs.CremateJob, corpse);
                                return result;
                            }
                        }
}
}
}
            result = null;
return result;
}
}
}
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Urii on February 14, 2015, 03:03:15 PM
big fissure doesnt work, i can not change resurses
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Dragoon on February 14, 2015, 04:08:37 PM
big fissure doesnt work, i can not change resurses

It works for what mods do you have on?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 14, 2015, 05:45:02 PM
Here are some images for the combat droid....

(http://www.amazingdg.com/clients/rimworld/DroidCombat_front.png) (http://www.amazingdg.com/clients/rimworld/DroidCombat_back.png) (http://www.amazingdg.com/clients/rimworld/DroidCombat_side.png)

(http://www.amazingdg.com/clients/rimworld/DroidCombatHead_front.png) (http://www.amazingdg.com/clients/rimworld/DroidCombatHead_back.png) (http://www.amazingdg.com/clients/rimworld/DroidCombatHead_side.png)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 14, 2015, 07:12:12 PM
Freaky, but i like!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Hayhorse on February 14, 2015, 08:08:50 PM
WOW WOW WOW! Does it tear out you heart and eat it? "Cause that is a Mantis thing! Robots shouldent do that!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Foxador on February 14, 2015, 10:48:31 PM
Is there a way to make the droids faster? They have a base speed of 2.7 in the game while all base line humans have a speed of 4.6 so it kind of sucks having these guys moving soooooo slow.  All of them move like snails
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 14, 2015, 11:59:01 PM
I like the wheel on the builder droid, although technically we don't see anythings legs and the wheel would count as the droids legs, so we shouldn't be able to see it. I don't know if I like the combat droid. I would imagine that the combat droid would have more armor so would look bigger, not just painted red.

@Foxador I already reported the slow droid speed so Mipen should be aware of it. I thought it was 2.8. Well I can tell you changing the speed in the def doesn't work unfortunately so mipen will have to fix it.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mipen on February 15, 2015, 12:59:03 AM
I like the wheel on the builder droid, although technically we don't see anythings legs and the wheel would count as the droids legs, so we shouldn't be able to see it. I don't know if I like the combat droid. I would imagine that the combat droid would have more armor so would look bigger, not just painted red.

@Foxador I already reported the slow droid speed so Mipen should be aware of it. I thought it was 2.8. Well I can tell you changing the speed in the def doesn't work unfortunately so mipen will have to fix it.
This is very strange. I had already done a fix for this and all testing has them moving at the same speed as un-upgraded colonists. Only the crematorius moves slower, which is intentional. Which droids are moving slower for you? Do you have any mods that could be affecting them?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Moo on February 15, 2015, 01:20:51 AM
Is it possible to repair droids? If so, how?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: popster99 on February 15, 2015, 01:55:15 AM
Is it possible to repair droids? If so, how?
nope sorry mipen hasn't got that far yet and congratzs on your first post welcome to the community
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Foxador on February 15, 2015, 02:29:44 AM
I like the wheel on the builder droid, although technically we don't see anythings legs and the wheel would count as the droids legs, so we shouldn't be able to see it. I don't know if I like the combat droid. I would imagine that the combat droid would have more armor so would look bigger, not just painted red.

@Foxador I already reported the slow droid speed so Mipen should be aware of it. I thought it was 2.8. Well I can tell you changing the speed in the def doesn't work unfortunately so mipen will have to fix it.
This is very strange. I had already done a fix for this and all testing has them moving at the same speed as un-upgraded colonists. Only the crematorius moves slower, which is intentional. Which droids are moving slower for you? Do you have any mods that could be affecting them?

All of them. I've been using the epic pack but only about half of the pack and they've always been slow. I put up a picture so you can see it


EDIT

Ok I fixed it by getting the most recent version of the mod and then having to only load half the new version of the mod over the old version. If I tried a straight up replace the game will never load so I had to move over all the files but the assemblies over and it works fine and the droids actually move at normal speed now which is now. 

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: MisterLock on February 15, 2015, 06:24:13 AM
Ughh...sorry for being an ass and reminding you of this again...But it's been over 10 pages of comments and alpha 9 is nearing release.Do I(and maybe others) have any chance of seeing clay incorporated into this mod or released as a standalone mod again?(Standalone would be preferable)
I've been using EatKenny's Concrete as a substitute,but I really wanna be able to mass produce a brick without the need of stone chunks...
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 15, 2015, 06:32:37 AM
This is very strange. I had already done a fix for this and all testing has them moving at the same speed as un-upgraded colonists. Only the crematorius moves slower, which is intentional. Which droids are moving slower for you? Do you have any mods that could be affecting them?
I don't think I've updated since I reported the problem. I just updated now, started a new colony (the update wasn't save game friendly), and used God mode to quickly build some for testing. It looks like the speed issue is fixed. And changing the speed in the xml works now. I could never understand why a robot, that is like a bionic person, is as slow as a unmodified person. I think they should at least be 20% faster which is what I'm going to set it to. If you ever add an upgrade then it should upgrade to 40% which would match a human with both legs bionified. Is that even a word? Well it is now.  ;D

Is it possible to repair droids? If so, how?
They don't go themselves but you can manually tell them to rest in a hospital bed until healed.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 15, 2015, 06:48:24 AM
How am I supposed to know which revision on github is which version? Can you add the version number to the revision comment please?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Redshadow on February 15, 2015, 07:42:40 AM
Here are some images for the combat droid....

(http://www.amazingdg.com/clients/rimworld/DroidCombat_front.png) (http://www.amazingdg.com/clients/rimworld/DroidCombat_back.png) (http://www.amazingdg.com/clients/rimworld/DroidCombat_side.png)

(http://www.amazingdg.com/clients/rimworld/DroidCombatHead_front.png) (http://www.amazingdg.com/clients/rimworld/DroidCombatHead_back.png) (http://www.amazingdg.com/clients/rimworld/DroidCombatHead_side.png)

This (to me at least) looks to be a step-up from a 'Basic Combat Droid'. Perhaps an 'Advanced Combat Droid' or a 'Close Quarters Droid'?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Yas on February 15, 2015, 08:12:49 AM
Is it possible to repair droids? If so, how?

Err, I send them into hospital bed. Like my colonists. And they got heald :) not sure if its intendet to be that way but works for me. Dunno if that maybe from another mod though.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 15, 2015, 08:15:58 AM
Yep they can be "healed" as any other colonist. Not sure you can do anything about that bar override the core buildings that allow it and stop em using it (basically all beds). Will need to do this if you want to add a repair method anyways. This is all a hangup of not having a proper way of modding pawns.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Asfalto on February 15, 2015, 11:03:52 AM
Since this mod is great, and GlitterTech 0.8 is great too, is there any chance to make the silicon both mods let you produce be the same silicon?

:)


Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 15, 2015, 03:52:14 PM
I like the wheel on the builder droid, although technically we don't see anythings legs and the wheel would count as the droids legs, so we shouldn't be able to see it. I don't know if I like the combat droid. I would imagine that the combat droid would have more armor so would look bigger, not just painted red.

I wanted to make a larger combat droid.... but I felt that I had to stick with the original size of the base graphic. Basically, because you can add clothing to the droids, and if the droid texture was too large, then the clothing would look weird on it.

Quote
@Foxador I already reported the slow droid speed so Mipen should be aware of it. I thought it was 2.8. Well I can tell you changing the speed in the def doesn't work unfortunately so mipen will have to fix it.

I actually like the slower speed for the droids. Droids can possibly make the game too easy, and their slower speed balances out the benefits of the droids.  Droids can take the place of valuable party members - the people with good stats are rare and hard to get.  Maybe there should be a later tech, that is very costly, that can upgrade the droids.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Dragoon on February 15, 2015, 04:35:24 PM
I actually like the slower speed for the droids. Droids can possibly make the game too easy, and their slower speed balances out the benefits of the droids.  Droids can take the place of valuable party members - the people with good stats are rare and hard to get.  Maybe there should be a later tech, that is very costly, that can upgrade the droids.

I'm not sure about that they aren't cheap and I honestly don't use them. I do research them but the risk of them exploding is too great, but then that may just be my inability to have a colony (that's not late game) where I have people who can build/research them.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mrofa on February 15, 2015, 04:45:54 PM
Apparel can be only worn on specific parts, if droid dont have that parts then it cant be worn :P
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 16, 2015, 12:11:31 AM
I wanted to make a larger combat droid.... but I felt that I had to stick with the original size of the base graphic. Basically, because you can add clothing to the droids, and if the droid texture was too large, then the clothing would look weird on it.
Good point. I already brought up my preference that the droids not be able to wear clothing but I don't know if that will happen. Otherwise maybe the battle class droid can be made a different size than the other droids such as a standard non-thin size or hulk size. Actually your textures don't look thin. They look more standard sized.

I actually like the slower speed for the droids. Droids can possibly make the game too easy, and their slower speed balances out the benefits of the droids.  Droids can take the place of valuable party members - the people with good stats are rare and hard to get.  Maybe there should be a later tech, that is very costly, that can upgrade the droids.
I agree that the droids make the game too easy which is why I don't think I'll use them again. I like the difficulty of managing colonists with their limited skill sets. Being able to make a droid to fill any gaps is too easy. The one job I wanted them to do (hauling) they couldn't do because they were too slow. Other jobs where speed is not so important they were ok but I want to leave those jobs to the humans with their limited skill sets. So mow that the speed issue is fixed I might still make some haulers but probably nothing else.

I do research them but the risk of them exploding is too great
I've never had one explode so I don't know if the risk is too great, but then I don't use them for battle. Maybe you didn't have enough recharge pads.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: popster99 on February 16, 2015, 01:37:16 AM
I wanted to make a larger combat droid.... but I felt that I had to stick with the original size of the base graphic. Basically, because you can add clothing to the droids, and if the droid texture was too large, then the clothing would look weird on it.
Good point. I already brought up my preference that the droids not be able to wear clothing but I don't know if that will happen. Otherwise maybe the battle class droid can be made a different size than the other droids such as a standard non-thin size or hulk size. Actually your textures don't look thin. They look more standard sized.

I actually like the slower speed for the droids. Droids can possibly make the game too easy, and their slower speed balances out the benefits of the droids.  Droids can take the place of valuable party members - the people with good stats are rare and hard to get.  Maybe there should be a later tech, that is very costly, that can upgrade the droids.
I agree that the droids make the game too easy which is why I don't think I'll use them again. I like the difficulty of managing colonists with their limited skill sets. Being able to make a droid to fill any gaps is too easy. The one job I wanted them to do (hauling) they couldn't do because they were too slow. Other jobs where speed is not so important they were ok but I want to leave those jobs to the humans with their limited skill sets. So mow that the speed issue is fixed I might still make some haulers but probably nothing else.

I do research them but the risk of them exploding is too great
I've never had one explode so I don't know if the risk is too great, but then I don't use them for battle. Maybe you didn't have enough recharge pads.
for me i go and get a colony of droids and just have my two level 20 researchers the only ones not in cyptosleep i've only had them explode and die when they try and haul or craft something when i'm being attacked
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Dragoon on February 16, 2015, 08:47:23 AM
had them explode and die when they try and haul or craft something when i'm being attacked

yeah explosion upon death is what I mean I don't need workers i need soldiers XD.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: popster99 on February 16, 2015, 09:07:58 AM
had them explode and die when they try and haul or craft something when i'm being attacked

yeah explosion upon death is what I mean I don't need workers i need soldiers XD.
i just keep my colonists till i can make a super op defence that can be destroyed but only by melee 
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Urii on February 17, 2015, 08:39:16 AM
я использую последнюю версию мода, но когда я ставлю extractor на большую fissure то extractor добывает с маленькой fissure и я не могу менять вид добываемого ресурса
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Feniks on February 17, 2015, 05:13:22 PM
Does anyone have a link to research diagram without me needing to dowload GitHub?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Hayhorse on February 17, 2015, 07:58:24 PM
Translated from Russian for Urii : I'm using the latest version, but when I put on a big fissure extractor, the extractor makes a small fissure and I can not change the appearance of harvests.

I did change it a little to make more sense but I don't understand the last part, but I assume he cant change the harvest settings.

Also I have my own question. How do I get A2B conveyer belts to load out of the extractor's?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 17, 2015, 10:24:36 PM
I can answer that last bit. The loader just has to be touching the extractor and the extractor will put extracted items on the loader. The loader doesn't have to be on the unload spot.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 18, 2015, 02:21:55 AM
Using the new drawn robot graphics as a template (originally created by Shinzy), I made the robots a little cleaner with vector art (and got rid of the wheels on my old robot textures).

(http://www.amazingdg.com/clients/rimworld/DroidHead_front.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_back.png)(http://www.amazingdg.com/clients/rimworld/DroidHead_side.png)(http://www.amazingdg.com/clients/rimworld/Droid_front.png)(http://www.amazingdg.com/clients/rimworld/Droid_back.png)(http://www.amazingdg.com/clients/rimworld/Droid_side.png)

(http://www.amazingdg.com/clients/rimworld/ConstructorDhead_front.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDhead_back.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDhead_side.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_front.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_back.png)(http://www.amazingdg.com/clients/rimworld/ConstructorDroid_side.png)

(http://www.amazingdg.com/clients/rimworld/Cremahead_front.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_back.png)(http://www.amazingdg.com/clients/rimworld/Cremahead_side.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_front.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_back.png)(http://www.amazingdg.com/clients/rimworld/Cremabody_side.png)

(http://www.amazingdg.com/clients/rimworld/BattleDhead_front.png)(http://www.amazingdg.com/clients/rimworld/BattleDhead_back.png)(http://www.amazingdg.com/clients/rimworld/BattleDhead_side.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_front.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_back.png)(http://www.amazingdg.com/clients/rimworld/BattleDroid_side.png)

(http://www.amazingdg.com/clients/rimworld/DocDhead_front.png)(http://www.amazingdg.com/clients/rimworld/DocDhead_back.png)(http://www.amazingdg.com/clients/rimworld/DocDhead_side.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_front.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_back.png)(http://www.amazingdg.com/clients/rimworld/DocDroid_side.png)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mrofa on February 18, 2015, 02:28:13 AM
They look awsome!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 18, 2015, 02:54:13 AM
Loving everything about them.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Shinzy on February 18, 2015, 04:23:42 AM
Oooo! Jabbamon! you're doing that to all the Apparello clothes, now
or so help me banana!

the head mirror on the medibot though =P
serves just as much purpose as the breath mask, and I love it ;D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 18, 2015, 11:05:31 AM
Oooo! Jabbamon! you're doing that to all the Apparello clothes, now
or so help me banana!

I actually created my own figures for the game ... and any external mods for apparel don't work with them (so, I avoid installing those mods, and hence don't fix the textures for them).  The figures I created have some issues, which is why I never posted them fully (there is a post about them with images somewhere on this forum).   I need to fix them and rework some of the textures though ... but that is a LARGE job (so many bodies, so many heads, and so much apparel for them all).

It would help if Tyrian posted a PSD templated file for the bodies (none are included in the core PSD texture pack). A template that showed where the position of the body is in relation to the head (to know where to center the head). That was a huge obstacle initially... but I wont ramble on that in this thread.

the head mirror on the medibot though =P
serves just as much purpose as the breath mask, and I love it

Yeah, while the head mirror's purpose was created due to human limitations in the past ... on the android it could serve a different purpose (even though it still looks like a mirror). Maybe it's a tiny radar that connects to medical facilities, or a body scanner that looks for ailments.  :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 18, 2015, 12:26:09 PM
You can get at the core images using a resource unpacker. If Tynan is ok with us doing that? I have one you can use if it is. You just need to flip the images it produces as they are all upside down.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 18, 2015, 12:58:03 PM
So you can't find them in the rimworldtextures.zip Tynan posted here? https://ludeon.com/forums/index.php?topic=2325.msg21038#msg21038 (https://ludeon.com/forums/index.php?topic=2325.msg21038#msg21038)

Edit: Sorry, now I see all the bodies are in png format. Strange because all the other files are in psd.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 18, 2015, 10:41:44 PM
Sorry, now I see all the bodies are in png format. Strange because all the other files are in psd.

Yeah, the bodies are all png files. I emailed Tynan early on (maybe during Alpha 1) and asked if I could help with the body textures (because I wasn't a fan). He said that someone was already working on the bodies. I think the designer was already deep in the design process, so he didn't want to bring anyone else on and start over (I would have done the same thing).  My assumption is that the designer has all the source images.

But, I digress... back to Mechanical Defence 2...
Alpha 9 is out!!!! Please update!!!!  The droids are my favorite!!!! 
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: kingtyris on February 19, 2015, 07:45:53 PM

Alpha 9 is out!!!! Please update!!!!  The droids are my favorite!!!!

Seconded
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: wyattray on February 20, 2015, 04:43:28 PM
This is a must for Alpha 9
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: kokuto on February 20, 2015, 11:57:51 PM
Will there ever be an advanced combat droid?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: TracerFox on February 21, 2015, 02:20:05 AM
Just wanted to share an amusing story that happened while using Mechanical Defense.  I was playing the Sole Survivor scenario using a colonist I'd tweaked using Prepare Carefully.  I wanted to create a kind of Borg feel for this colony, with new arrivals being fitted with implants and drone cores.  To help get things started I decided to max out the skills and implants of this single colonist, with the premise being some kind of mad genius character.
So everything's going well, I've got hydroponics, crafting, ore production and other essentials going.  Even managed to craft one of each droid type to help things along.  Lo and behold I get a raider party show up.  I snipe a few of em, then the main group rushes the base.  I'd already set up a pillbox turret nest using embrasures and parked my armored and cybered up colonist in here to take down the raiders.
No less than thirty seconds into the fight and my lone colonist, my cyborg hive king, gets shot by two raiders carrying endgame nano-pistols from the Glittertech mod, and down goes the hive's king!
Now I expected to get a game over, but the game apparently considers all those droids to be still-living colonists.  So now I have a colony which is basically running on auto-pilot with droids!
I'm planning on making a few combat droids to capture the next visitor and toss them into the surgical bay for augmentation.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 21, 2015, 05:49:01 AM
Something like that happened to me once. All my colonists escaped using the ship but didn't have room for the droids so they left them behind. A bit callous of them I thought.

The droids, frankly, were relieved to finally be rid of the chore of looking after humans and could finally run the base efficiently without having to worry about the food suppy and living areas such as dining rooms and bed rooms. I was even surprised that they went so far as to ban any further humans from joining the it colony.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Epyk on February 21, 2015, 11:13:14 PM
Too great of a mod to not get an Alpha 9 update.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: MadsMartinMadsen on February 22, 2015, 01:37:39 AM
I too hope for an A9 update  ;)
But take the time you need to do it, or to want to work on it  :)
I appreciate the hard work that goes into making mods, especially since I dont have the skill (or interest) in doing it I am very happy great mods are made by others.
So thank you for the mod so far, it have given me great fun.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: fred55234 on February 22, 2015, 08:47:54 AM
update for alpha 9 please :'( :'(
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Vaperius on February 23, 2015, 07:44:56 PM
Your work is awesome* I however would like to inquire; apologetically of course. As to if your going to update it to Alpha 9 and hopefully soon; also does it like lamps and such require to be switched on and off as per the Alpha 9 additions (the various machines and the mechanical walls) It'd be appreciated to know that so I can plan how to modify my heat room trap.

P.S Your awesome; thank you for this mod that is awesome I don't play rimworld until it released to the latest version XD

Seriously; I can't play with out it the inherent utility of it and a few other mods make it hard to do so XD
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mkire on February 24, 2015, 03:50:42 AM
so far everything seems to work in alpha 9d, besides droids, i can't seem to build any.

i have the assembly built, a pad built, and several droids researched, but clicking on the add bill button for the droid assembly doesn't work.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: skullywag on February 24, 2015, 03:56:24 AM
This hasnt been updated. Some thing will translate from alpha to alpha some things dont. Yourr gonna have to be patient.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Barbadian on February 24, 2015, 04:05:07 AM
so far everything seems to work in alpha 9d, besides droids, i can't seem to build any.

i have the assembly built, a pad built, and several droids researched, but clicking on the add bill button for the droid assembly doesn't work.

That same problem
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: DrKrieger on February 24, 2015, 06:45:47 AM
Any Quick Fix?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: wyattray on February 24, 2015, 12:49:19 PM
Have you tried using the dev mode and just spawning them in?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Veids on February 24, 2015, 12:52:28 PM
Have you tried using the dev mode and just spawning them in?
Nothing happens
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: wyattray on February 24, 2015, 01:13:34 PM
Damn, Im not even starting a colony until I get this mod up and running.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Veids on February 24, 2015, 01:21:57 PM
Me too :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: erebus2075 on February 24, 2015, 02:18:05 PM
looking forward too this :D
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: wyattray on February 24, 2015, 08:29:01 PM
Keep refreshing
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Thunderdome on February 25, 2015, 04:21:47 AM
I have installed the mod and been playing it for atleast 4 hours and I can not make any droids.....I have plasteel and metal and 100's or circuits i have  a drpoid assembly table and have researched everything in the game and still can not make droids what seem to be the problem here? can u tell me what else is required because when I click the droid assembly table the add bill thing will not come up for me   so what is the ingredients if u will for the droids??  I have again reserched everything in the game  can u PLEASE help me
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: deadmeat5150 on February 25, 2015, 04:46:55 AM
I have installed the mod and been playing it for atleast 4 hours and I can not make any droids.....I have plasteel and metal and 100's or circuits i have  a drpoid assembly table and have researched everything in the game and still can not make droids what seem to be the problem here? can u tell me what else is required because when I click the droid assembly table the add bill thing will not come up for me   so what is the ingredients if u will for the droids??  I have again reserched everything in the game  can u PLEASE help me

Try reading the rest of the thread. This hadn't been updated yet. Droids don't work.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Andre2160 on February 25, 2015, 06:14:37 PM
Cant play without this mod, please update :-)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: deadmeat5150 on February 26, 2015, 01:44:47 PM
How are the mechanical walls supposed to work?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Yas on February 26, 2015, 04:25:46 PM
How are the mechanical walls supposed to work?
U can lower them to ground (walk over) or make them embrasures (to shoot through). They are state of the arts for "doors" not attacked by AI and traps and labyrinths and horror trips for invaders.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: jabbamonkey on February 26, 2015, 05:28:44 PM
Any status on an Alpha 9 update?  Every other mod that I had for alpha 8 is back up and running... would love to play with this one again.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Veids on February 27, 2015, 06:12:35 AM
Asked in PM. Said that he is currently working on an update, and that it should not take too much time.  :D

Спрашивал в ЛС. Сказал, что он сейчас работает над обновлением, и что это не должно занять слишком много времени.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: wyattray on February 27, 2015, 09:22:18 AM
This and Clutter are the last things I need to start going at it again.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Clibanarius on February 27, 2015, 04:03:54 PM
Juuuuuust this for me. Clutter is cute, but not full of functional stuff I love. Best of work and goodspeed!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Mmogog on February 27, 2015, 11:13:24 PM
Best mod... Great work, please update! :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: stalker6625 on February 28, 2015, 07:29:23 AM
Hey,
it's my first post in this forum and I would like to thank you all for your great job !
I already played the A8 mod and I noticed that when the droids are hurt, there is no possibilty to fix them. Any idea like a repair droid or something?

I hope it will be a feature of the A9 that I want sooooo much (mostly because the fissure digger is not working with the A8 mod on the A9 snif)
but thanks again !!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: popster99 on February 28, 2015, 10:28:37 AM
you can fix driods by healing them like any other pawn
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rock5 on February 28, 2015, 10:31:00 AM
Except "other pawns" usually go lie in a hospital bed by themselves. I don't think I ever saw a droid do that. I always had to manually tell them to go lie down until fully healed.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: popster99 on February 28, 2015, 11:14:14 AM
ik but at least they can be healed
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: stalker6625 on February 28, 2015, 11:17:44 AM
Thanks for the info it does not matter if I have to do that manually  :)
 now I only have to deal with my impatience until the release lol
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: deadmeat5150 on February 28, 2015, 12:25:47 PM
Do mechanical walls just not work for Alpha 9? I know the droids don't but I can't get my walls to lower.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: stalker6625 on February 28, 2015, 12:33:44 PM
most of the features of the A8 version are either not available or dysfounctional. for example you can build the fissure extractor but you cannot start it, you can build mechanical walls but not lower them etc..
you can only wait for the official release  ;)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: deadmeat5150 on February 28, 2015, 12:37:50 PM
I was afraid of that :(
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: TheTradeColony on February 28, 2015, 10:12:50 PM
Hey,
it's my first post in this forum and I would like to thank you all for your great job !
I already played the A8 mod and I noticed that when the droids are hurt, there is no possibilty to fix them. Any idea like a repair droid or something?

I hope it will be a feature of the A9 that I want sooooo much (mostly because the fissure digger is not working with the A8 mod on the A9 snif)
but thanks again !!
The medic droid fixes them up!
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: mipen on February 28, 2015, 10:40:23 PM
Hey everyone, sorry for the delays on an update, but Tynan has gone and refactored a whole heap of the code so I have to go through and change everything that has been broken :P I've just started back at uni so I've been pretty busy and haven't really had time to sit down and properly go through the mod. I'll hopefully have it finished soon though! Thanks for being so patient, I know I'm pretty slack at updating whenever a new alpha comes out xD
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Fox on March 01, 2015, 12:07:29 AM
(http://www.slate.com/content/dam/slate/blogs/browbeat/2011/09/29/hugo_chavez_caption_contest/Futurama_dog_Seymour.jpg.CROP.rectangle3-large.jpg)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Zebrin on March 01, 2015, 12:22:49 AM
Would there be a chance of adding a machine that allows you to collapse steam vents you don't want?
Outside of that request, I have to say that playing Rimworld without this mod is an exercise in frustration now. The lack of good defensive walls and buildable drones to fill out your ranks is just frustrating. Logistics drones are actually my favorite.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: MadsMartinMadsen on March 01, 2015, 01:48:45 AM
Hey everyone, sorry for the delays on an update, but Tynan has gone and refactored a whole heap of the code so I have to go through and change everything that has been broken :P I've just started back at uni so I've been pretty busy and haven't really had time to sit down and properly go through the mod. I'll hopefully have it finished soon though! Thanks for being so patient, I know I'm pretty slack at updating whenever a new alpha comes out xD

Dont worry about it, the so called "real life" does come first.
And thanks for the progress rapport, nice to know you are working on it when you have time.
But take the time you need, sure I miss the mod but I understand the trouble you have.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Yas on March 01, 2015, 02:37:58 AM
Would there be a chance of adding a machine that allows you to collapse steam vents you don't want?

There is one in another mod, not sure if decent to tell what here ?!

Mipen, take ur time. Just dont forget about us who depend on those walls and ore-extractors and Droids... miss my droids. :).
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Zebrin on March 01, 2015, 04:04:15 AM
Yeah, I dislike having features that overlap. It clutters things up(Like menus and research options) and then I have to manually turn off  sections of each mod. Besides the only mod I have seen that has the feature I want in it has several other things I don't like.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Yas on March 01, 2015, 04:17:55 AM
Yeah, I dislike having features that overlap. It clutters things up(Like menus and research options) and then I have to manually turn off  sections of each mod. Besides the only mod I have seen that has the feature I want in it has several other things I don't like.

The mod I think of is modular. So you can just chose the one thing needed.

Speaking of modular, making MD2 modular could help updates, dont you think Mipen -smartasses around- ;) since you could already offer whats ready -shows tongue and runs off-
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Xiupan on March 01, 2015, 05:50:57 AM
I can no longer play Rimworld without your Drones! D: I am eagerly awaiting your update for A9! :)
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: Rasip on March 01, 2015, 10:25:12 AM
I can no longer play Rimworld without your Drones! D: I am eagerly awaiting your update for A9! :)

me too.
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: stalker6625 on March 01, 2015, 11:49:41 AM
I can no longer play Rimworld without your Drones! D: I am eagerly awaiting your update for A9! :)

me too.
the same... the closer the release is, the harder is to wait  :'( :'(
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: sanya02 on March 02, 2015, 05:02:45 AM
Well, when will the alpha 9 ((at least roughly?
Title: Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
Post by: TheTradeColony on March 02, 2015, 10:47:04 AM
I do hope this mod is updated soon, Though I wish you luck with Uni, Rimworld just isn't the same without my little hive of robots, kidnapping and harvesting organs while my human colonists sleep in cryo, ahh...The good days
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 03, 2015, 04:48:30 AM
I have finally finished updating the mod to Alpha 9! :D let me know if you find any issues
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Ratys on March 03, 2015, 05:10:58 AM
I have finally finished updating the mod to Alpha 9! :D let me know if you find any issues

Woo! Now I can pause pretending to mod and play for a while.

As for issues, adding MD2 caused EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) to throw a ArgumentNullException. Digging in the thread:

EdB, mean anything to you?

Code: [Select]
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.SingleOrDefault[ThingCategoryDef] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Wait....the thingCategory.....

edit - yep got it was missing:

Code: [Select]
    <thingCategories>
      <li>Grenades</li>
    </thingCategories>
from those mods

Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: stalker6625 on March 03, 2015, 05:26:56 AM
Yessss !
i am at work checking for the 100 times this forum posts... and finally you made it ! Thanks a lot for this update which looked difficult to work for you and the code rewriting . Thanks again for this excellent mod and your time spent on it !  ;D ;D
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: nuschler22 on March 03, 2015, 06:26:16 AM
For some reason, after building a droid table, I can't add a bill.   No idea why. 

Edit: I figured it out, had to research a few more things.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Ratys on March 03, 2015, 06:29:16 AM
There wasn't a response in two hours, so for those as impatient as me...

Regarding the issue I posted earlier: adding this bit to ResourceBase type in DriodSpawner.xml seems to fix that. I have no idea if it breaks anything (though it shouldn't), so use at your own risk. You know, until Mipen makes an official patch.

Code: [Select]
    <thingCategories>
      <li>Items</li>
    </thingCategories>

So the file should look something like this:
Code: [Select]
...
  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComponents</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <eType>Item</eType>
    <thingCategories>
      <li>Items</li>
    </thingCategories>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
...

Funny I am yet to actually play, something came up and I had to dash without even starting a colony :P
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Dragoon on March 03, 2015, 06:32:59 AM
Is there a way to make it so droids don't explode?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: leted on March 03, 2015, 10:41:35 AM
Is there a way to make it so droids don't explode?

I haven't played the patch yet, so I'm not sure if the new patch is borked, but generally, you recharge a droid on buildable, researchable recharge pads (in fact, it is a requirement before you can research droids). As long as the droids can charge themselves, they should not explode.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Dragoon on March 03, 2015, 10:55:36 AM
Is there a way to make it so droids don't explode?

I haven't played the patch yet, so I'm not sure if the new patch is borked, but generally, you recharge a droid on buildable, researchable recharge pads (in fact, it is a requirement before you can research droids). As long as the droids can charge themselves, they should not explode.

I mean combat droids.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 03, 2015, 02:06:55 PM
I have finally finished updating the mod to Alpha 9! :D let me know if you find any issues

Woo! Now I can pause pretending to mod and play for a while.

As for issues, adding MD2 caused EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) to throw a ArgumentNullException. Digging in the thread:

EdB, mean anything to you?

Code: [Select]
System.ArgumentNullException: Argument cannot be null.

Parameter name: source

  at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable.SingleOrDefault[ThingCategoryDef] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.CreateEquipmentEntry (Verse.ThingDef def, Verse.ThingDef stuffDef, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.AddThingDef (Verse.ThingDef def, Int32 type) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase.BuildEquipmentLists () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.EquipmentDatabase..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully..ctor () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.PrepareCarefully.get_Instance () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.Page_CharMaker..ctor (Boolean generateColonists) [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.MenusUpdate () [0x00000] in <filename unknown>:0

  at EdB.PrepareCarefully.ModController.Update () [0x00000] in <filename unknown>:0
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Wait....the thingCategory.....

edit - yep got it was missing:

Code: [Select]
    <thingCategories>
      <li>Grenades</li>
    </thingCategories>
from those mods

Are you guys getting the "source cannot be null" error?

Tomahawk and PODs have been fixed, redownload if you havent. If you are seeing the above issue a mod has forgotten to add thingcategories, its a case of adding mods 1 by 1 to find the one that does it.
Thanks for letting me know! I'll get a fix up soonish
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: DarkTemplarlord on March 03, 2015, 02:33:33 PM
Thx for updating to alpha 9
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: MisterLock on March 03, 2015, 03:12:50 PM
Are you gonna take the time to read the comments that gathered up while you were busy?Mine is somewhere in there,mentioning clay again....(This is my third post about it,you can tell I really want brick stuff)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: skullywag on March 03, 2015, 06:18:00 PM
Ha you got caught with that one to eh Mipen. :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 04, 2015, 05:32:47 AM
Is there a way to make it so droids don't explode?

I haven't played the patch yet, so I'm not sure if the new patch is borked, but generally, you recharge a droid on buildable, researchable recharge pads (in fact, it is a requirement before you can research droids). As long as the droids can charge themselves, they should not explode.

I mean combat droids.
No sorry, all droids are hordcoded to explode upon death or being knocked unconscious

Ha you got caught with that one to eh Mipen. :)
You mean the problem with EdB?

Are you gonna take the time to read the comments that gathered up while you were busy?Mine is somewhere in there,mentioning clay again....(This is my third post about it,you can tell I really want brick stuff)
Yes! I'm sorry I've been really slack on that and I know I keep promising it and it is in the list, it might just take some time D:

There wasn't a response in two hours, so for those as impatient as me...

Regarding the issue I posted earlier: adding this bit to ResourceBase type in DriodSpawner.xml seems to fix that. I have no idea if it breaks anything (though it shouldn't), so use at your own risk. You know, until Mipen makes an official patch.

Code: [Select]
    <thingCategories>
      <li>Items</li>
    </thingCategories>

So the file should look something like this:
Code: [Select]
...
  <ThingDef Name="ResourceBase" Abstract="True">
    <thingClass>ThingWithComponents</thingClass>
    <label>unspecified resource</label>
    <category>Item</category>
    <eType>Item</eType>
    <thingCategories>
      <li>Items</li>
    </thingCategories>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
...

Funny I am yet to actually play, something came up and I had to dash without even starting a colony :P
Yup, that'll do it. Looks like Edb forgot to do a null reference check for that! :P I've fixed it and it'll come out in the next update

Yessss !
i am at work checking for the 100 times this forum posts... and finally you made it ! Thanks a lot for this update which looked difficult to work for you and the code rewriting . Thanks again for this excellent mod and your time spent on it !  ;D ;D
Thanks a lot for your patience and support! It means a lot to hear that people are enjoying my work :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: skullywag on March 04, 2015, 06:35:37 AM
Edb fixed it so it doesnt error so badly. Might be the people above werent up to date.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: nuschler22 on March 04, 2015, 10:50:04 AM
Really enjoying the mod.

One minor annoyance.  I'm using EDB interface and I like to rename the droids since the name is so long. 

Sometimes I can do it, and other times it's blocked for some reason.  Also, when I rename them to something shorter, after I reload the save, they are back to the full length names for some reason. 
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: wyattray on March 04, 2015, 12:20:11 PM
Really enjoying the mod.

One minor annoyance.  I'm using EDB interface and I like to rename the droids since the name is so long. 

Sometimes I can do it, and other times it's blocked for some reason.  Also, when I rename them to something shorter, after I reload the save, they are back to the full length names for some reason.

Agree, this can be kinda annoying.  Idk if its EDB or MD2
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 04, 2015, 01:13:49 PM
That'll be on my end. I'll get a fix for that as soon as I can
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 04, 2015, 01:28:33 PM
Really enjoying the mod.

One minor annoyance.  I'm using EDB interface and I like to rename the droids since the name is so long. 

Sometimes I can do it, and other times it's blocked for some reason.  Also, when I rename them to something shorter, after I reload the save, they are back to the full length names for some reason.
You allways can rename it. You just know where ! :-)
Select an droid,
press on the "i",
Select the character page !
You allways got the name change button there.


But i got another issue with the Droid's.
When i let them equip a Pers. shield, the Draft and (de)activate button disapear.
When i let them equip a armor vest which remove the shield, the button appear again.
I don't got a Gear tab for Droid's so i can't unequip the shield.

Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Blazergong on March 04, 2015, 01:33:23 PM
Did anyone say this mod and edb prepare carefully don't work together and i just didn't get it? otherwise, im can't use prepare carefully when MD2 is enabled
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 04, 2015, 01:35:31 PM
I use both together, and it is working.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: nuschler22 on March 04, 2015, 02:43:36 PM
Really enjoying the mod.

One minor annoyance.  I'm using EDB interface and I like to rename the droids since the name is so long. 

Sometimes I can do it, and other times it's blocked for some reason.  Also, when I rename them to something shorter, after I reload the save, they are back to the full length names for some reason.
You allways can rename it. You just know where ! :-)
Select an droid,
press on the "i",
Select the character page !
You allways got the name change button there.


But i got another issue with the Droid's.
When i let them equip a Pers. shield, the Draft and (de)activate button disapear.
When i let them equip a armor vest which remove the shield, the button appear again.
I don't got a Gear tab for Droid's so i can't unequip the shield.

Perhaps you didn't understand.  I've successfully renamed them, however when I save, leave the game and come back to it later, the droids are back to their long names.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: nuschler22 on March 04, 2015, 02:45:29 PM
For reasons unknown, my logistics droids just decided to stop cleaning altogether. 

I've deselected the hauling priority so that their only priority is cleaning, and they still continue to haul and never clean. 

Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Blazergong on March 04, 2015, 03:08:02 PM
I use both together, and it is working.

well i tried multiple things now but cant get both mods to wrok when i activate MD2 the prep carefully option doesnt show up.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Ratys on March 04, 2015, 03:19:27 PM
...
well i tried multiple things now but cant get both mods to wrok when i activate MD2 the prep carefully option doesnt show up.

Look earlier in the thread, I posted a temporary fix for what's likely causing your problem.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 04, 2015, 04:38:11 PM
I use both together, and it is working.

well i tried multiple things now but cant get both mods to wrok when i activate MD2 the prep carefully option doesnt show up.
Yup, the fix posted earlier will fix this. The next update will also include the fix. Also try getting the latest version of prepare carefully, skullywag said that EdB also took some precautions to prevent this bug.

For reasons unknown, my logistics droids just decided to stop cleaning altogether. 

I've deselected the hauling priority so that their only priority is cleaning, and they still continue to haul and never clean. 


Try using manual priorities to prioritise their jobs. There is a bug where using natural priorities doesn't do anything for them, I'll fix this in the next update.

Really enjoying the mod.

One minor annoyance.  I'm using EDB interface and I like to rename the droids since the name is so long. 

Sometimes I can do it, and other times it's blocked for some reason.  Also, when I rename them to something shorter, after I reload the save, they are back to the full length names for some reason.
You allways can rename it. You just know where ! :-)
Select an droid,
press on the "i",
Select the character page !
You allways got the name change button there.


But i got another issue with the Droid's.
When i let them equip a Pers. shield, the Draft and (de)activate button disapear.
When i let them equip a armor vest which remove the shield, the button appear again.
I don't got a Gear tab for Droid's so i can't unequip the shield.

Perhaps you didn't understand.  I've successfully renamed them, however when I save, leave the game and come back to it later, the droids are back to their long names.
I just squashed this bug, a fix will be in the next update :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: haby001 on March 04, 2015, 04:43:57 PM
So the deep storage unit works great, but the amount of an item that is stored within is not counted in the global counter (the menu thingy at the top left) so I could have 500 steel in my DSU but the game counts it as 75 since there is only 75 steel at the output slot. An idea to solve this would be to stack the resource on the output slot (just like the ore extractor does) which allows for more that 75 of any item to be placed into a single tile

Also, silver doesnt seem to be stored correctly. It should hold 1000x20 (since it is a small item) which is 20,000 but my unit only stores 1000 (500 at input slot and 500 at output)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 04, 2015, 04:57:28 PM
So the deep storage unit works great, but the amount of an item that is stored within is not counted in the global counter (the menu thingy at the top left) so I could have 500 steel in my DSU but the game counts it as 75 since there is only 75 steel at the output slot. An idea to solve this would be to stack the resource on the output slot (just like the ore extractor does) which allows for more that 75 of any item to be placed into a single tile

Also, silver doesnt seem to be stored correctly. It should hold 1000x20 (since it is a small item) which is 20,000 but my unit only stores 1000 (500 at input slot and 500 at output)
I completely forgot about the sizes of items. I coded the DSU before that was implemented and forgot to update that little bit :P I really need to completely redo the DSU to make it work better, it's a bit haphazard at the moment. Thanks for bringing this to my attention; I'll get to work on it! :D
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Asfalto on March 04, 2015, 11:10:08 PM
Thanks man!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 05, 2015, 02:40:08 AM
So the deep storage unit works great, but the amount of an item that is stored within is not counted in the global counter (the menu thingy at the top left) so I could have 500 steel in my DSU but the game counts it as 75 since there is only 75 steel at the output slot. An idea to solve this would be to stack the resource on the output slot (just like the ore extractor does) which allows for more that 75 of any item to be placed into a single tile
This is an old issue, that already happen at A7 with the CHEST storages or Nano storages too.
Anything that isn't visible, don't count.

I like the idea to to increase the the amount, like the  ore extractor does.
But i see the exploid danger, the pawns can take the whole stack at once and carry more then they should be able to carry.

Another issue with the DSU, but thats more a game issue then a problem with the mod.
I order to build a Turret base, that need 120 plasteel.
All the plasteel was on a DSU, and just 75 are visible. The Builder pawn refuse to build on these turret base's because there wasn't enough resources visible.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: skullywag on March 05, 2015, 02:55:58 AM
Yeah i find you have to empty the dsu to build anything. This is a problem with the storage model in the game. Its gonna need something clever to give us both.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Yas on March 05, 2015, 05:11:59 AM
Well,

if you use A2B loader at an MD 2 extractor, fortbid to take the ore and prohibit transport the ore gonna stack far beyonf 75 (seen something about 900 yet).

Funny enough, since loader is considered storage it even counts (made me look once for my 2000 steel I couldnt find and what wasnt used to build stuff) in statistic.

So, if you could change storage stack to 2500 e.g., so you see the steel icon on DSU and the number below. Wouldnt it count then?

Problem with the load was, if you allow transport it will bring u only 75 steel in the end. Funny... though... if one takes the 900 stack to build sth all can be used.

Couldnt that bug used for DSU? Or maybe its a hint how u can make it working?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: SkyBreach on March 05, 2015, 07:19:22 AM
This mod is a brilliant idea, hope I dont have any problem combining it with other mods. I can already imagine the potential of Mechanical Defense in a new colony, so im gonna start a new game from scratch to see what it can do. Thanks for making this mod and for keep it alive!  :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Rock5 on March 05, 2015, 07:52:03 AM
If all my resources are in a DSU and only 75 are showing, what I do is have a small stockpile zone with a higher priority with enough resources to make whatever I might want to make.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Ratys on March 05, 2015, 01:14:30 PM
I've been tinkering with exact same thing earlier :D  It's not released yet as it's part of a "generics" library I'm working on (to power a few of my hopefully future mods), but you can take a look at it here (https://github.com/Ratysz/Generics); there are a few example building thrown into new "automatics" building category. Download the "Distrib" folder and use as a normal mod.

Right now I have two versions of storage:
  Deep Storage that goes through items adjacent to it (in order of increasing storage priority, meaning unstored items get gobbled up first) and if there's that kind of item already on top of it - fuses the stacks, going above normal limit up to configurableValue*maxStackSize;
  Quantum Stockpile that, again, goes through adjacent items and simply moves items on top of it, fusing stacks if needed (up to normal limit), with up to a configurable amount of stacks/items on a single spot; perfect for storing guns and armor.

Both versions display stacks plainly in the world, so they count in that resources list, and are components - meaning you can attach them to any Building_Storage, or even something like a power conduit sitting under a stockpile zone.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: skullywag on March 05, 2015, 02:31:03 PM
o.O you did what now, isnt that the holy grail of rimworld storage?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Slan on March 05, 2015, 06:07:00 PM
Bug : Name are reset on reload. (Think i've seen it mentioned before)
Bug : We need a bed for each robot or the game spam us with "missing beds".
Unbalanced : Skill 14 for a Rank/Tier I robot is lot too much i think. Can you think about a tier system ? (T1_Skill2, T2_Skill5, T3_Skill8, T4_Skill11 & T5_Skill14 fo example) Also i think they are too speedy ;)

Anyway i love your robots ! Thanks a lot for your mod.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Dregod on March 05, 2015, 06:10:29 PM
Amazing mod, Created 3 droids, 2 Logistic and 1 crafting droid with surplus ingredients to create more droids at will. Created a functioning 'colony' of droids that need no interaction with humans. Realised that droids are more effective at labour, overthrew the humans and made them the droids slaves. Couldn't research, waited 3 hours IRL for a slave trader to get more as had no humans to warden prisoners. Finally got prisoners and overthrew the droids. 10/10 would overthrow again.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 05, 2015, 06:45:38 PM
Bug : Name are reset on reload. (Think i've seen it mentioned before)
Bug : We need a bed for each robot or the game spam us with "missing beds".
Unbalanced : Skill 14 for a Rank/Tier I robot is lot too much i think. Can you think about a tier system ? (T1_Skill2, T2_Skill5, T3_Skill8, T4_Skill11 & T5_Skill14 fo example) Also i think they are too speedy ;)

Anyway i love your robots ! Thanks a lot for your mod.
Bug 1: I've fixed this, it'll come out in the next update
Bug 2: This is something caused by the base game. Basically, if the droids are set to not need sleep in the def, the game completely bugs out. I've been looking for ways to override this but haven't found anything. I used to set the droid charger to act as a bed, which would remove the message. However, since it never got an owner, the message would never appear when normal colonists were without beds, which led to them collapsing on me :( I'm still holding out for Tynan to allow pawns that are part of the colony to not require sleep.
Unbalanced: I'm working on a settings file which will allow anyone to easily customise any part of the mod, which will let anyone balance it to what suits them :) I had originally intended to have different droid tiers, which is why the combat droid is still called basic combat droid, but I never got around to it and was too busy doing other things in the mod I wanted to include.

Amazing mod, Created 3 droids, 2 Logistic and 1 crafting droid with surplus ingredients to create more droids at will. Created a functioning 'colony' of droids that need no interaction with humans. Realised that droids are more effective at labour, overthrew the humans and made them the droids slaves. Couldn't research, waited 3 hours IRL for a slave trader to get more as had no humans to warden prisoners. Finally got prisoners and overthrew the droids. 10/10 would overthrow again.
xD A tale of death and misery to lighten up my morning :P
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Didact04 on March 05, 2015, 07:01:18 PM
Bug when you attempt to equip a droid with a shield. Only tried on combat bots but the result was a long string of the game whining about how it couldn't do it until I destroyed the droid, as it wouldn't allow me to view gear and take the shield off.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Famous Shoes on March 05, 2015, 07:36:23 PM
Bug when you attempt to equip a droid with a shield. [...]

This is the stacktrace from that (in this case a logistics droid):

Exception doing inspect pane: System.InvalidCastException: Cannot cast from source type to destination type.
  at MechanicalDefence2.Droids.Droid+<GetGizmos>d__1.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.Selectable,Verse.Gizmo].MoveNext () [0x00000] in <filename unknown>:0
  at EdB.Interface.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Int32 minCountToDisplay, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0
  at EdB.Interface.InspectCommandGrid.DrawInspectCommandGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0
  at EdB.Interface.InspectPane.InspectPaneOnGUI () [0x00000] in <filename unknown>:0
 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


I'll not have a chance to try this without EdB Interface for a while yet. @Didact04 where you using EdB Interface too (smells unlikely it's the root cause, but worth checking?)

Only other issue I've noticed with MD2U4 and A9e is that droid nicknames don't stick, i.e., they revert to the default after a while.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: CodyRex123 on March 05, 2015, 09:37:30 PM
How do you make circuitry? :l don't know if thats spelled right, but what research do i need and table? Or is it even possible?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: skullywag on March 06, 2015, 02:56:43 AM
The error dump above is probably related to the new pawn type not having ita base gizmo method set or somethimg like that he just hasnt handled the error because it wouldnt happen in the vanilla game.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Didact04 on March 06, 2015, 03:55:15 AM
I'll not have a chance to try this without EdB Interface for a while yet. @Didact04 where you using EdB Interface too (smells unlikely it's the root cause, but worth checking?)

I was indeed.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 06, 2015, 04:05:23 AM
How do you make circuitry? :l don't know if thats spelled right, but what research do i need and table? Or is it even possible?
Since i got the same problem when i used the mod the 1. time.
Read at the starting page the topic : "How to build droids:"

Suggestion, you should be able to start the Droid research when you allready researched the Machining.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Slan on March 06, 2015, 04:07:47 AM
Here my suggestion for a better balanced "robot" part. Anyway this is just my "thinks", not something i ask or need, just some thoughts...

Robots T1 : Same as already but have "nobrain, noIA", they also have 3 in skills and can't learn. Speed is 66% actual speed. 3 mode are cycling :
Mode 1 (Waiting Cycle) :The robot stand and wait for an order (See below Console) If it receive an order it go to mode 2, otherwise it go in mode 3.
Mode 2 (Task Cycle): After receiving an order (See below) the robot wait a few second and start to do a task. After completing it go back in mode 1.
Mode 3 (Sleeping Cycle): The robot slowly (50% his usual speed) come back to Charging pod, and will recharge. When complete it is going in Waiting Cycle on the charging pad - Thus, if no order, Waiting/Sleeping mode alternate and the robot stand on the charging pad. So, it is better to have at least a charging pad for each robot.

Workshop (Robot Central Console) : This is a social skill workshop. Task lenght is 10s and is repetitive. When someone is working at the console, Robot receive orders. T1 console can send order up to 3 robots at the same time. T2 is 4 and T3 has a max of 5 robots working in the same time.  When a robot ask for an order, you first check the "Max Robot Capacity" (Counting active console and their tier, Console with noone working does not give +Max robot capacity) and the number of active robot (Mode 2) and if the number of active robot is under the capacity, a new order is receive for this robot. Otherwise, If MaxCacity is equal or over the number of active robot, the robot goes in Mode 3 and come back to a charging pod. Social Skill determine the time a robot "wait" before starting to work after receiving an order : 600-30*Skill ticks. (10s with a skill of 0)

Wifi : Puting Wifi is neccessary for the good working of our little robots. No task can be given outside the wifi coverage. Wifi antena also extend the orbital balise coverage too. T1 Console must be put in the wifi coverage. T2 a T3 consoles have an integrated wifi antena. Robots can walk outside the wifi coverage but can't go in "Waiting order" mode in this zone, if for some reason they stop and ask order, they instead go in emergency mode (3) and come back to charging pad. Don't forget to cover charging pads with wifi.

T2 Robots need a "basic positonic brain" to be craft (you can craft 4 bpb from an AI Persona Core - Not reversible) have 100% usual robot speed and have skill 10. Otherwise they are exactly same as T1) - T1 & T2 Robot have a toggle button to auto-upgrade themself (set to off by default), T1 Robot just have to take a Bpb on the floor to self upgrade to T2. T2 robot can auto-upgrade by taking an AI peronal core. When a T1 upgrade to T2 the upgrade button is set again to "off" to avoid robot rushing the AI core. Don't forget to let the bpb or AIpc under the wifi coverage.

T3 Robots are same as actual robots. No need of wify, no need of Robot Console or someone giving them order. Skill 14 and can learn. But they need an AI Persona Core for each robot.

Because of the third laws of AI : Robot T3 can not fight and will never fight back when attack even by ennemy. And rescuing people is ALWAYS the top priority even for ennemy, even under the fire of a battle. T3 Robot can NOT be set to "off".There is no Military T3 robots at all. They will not explode when no energy, they instead walk at 20% speed to the nearest free charging pod. If none available they wait 10 second before looking again for a charging pod.

Special Event : A T3 Robot get rid of one of this "can't do XXX" traits. (Unusual)
Special Event : A T3 Robot gain a trait. (Rare)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: detsuo04 on March 06, 2015, 10:21:40 AM
How do you make circuitry? :l don't know if thats spelled right, but what research do i need and table? Or is it even possible?
Since i got the same problem when i used the mod the 1. time.
Read at the starting page the topic : "How to build droids:"

Suggestion, you should be able to start the Droid research when you allready researched the Machining.

I also can't build circuits.  i have all the research, crafting benches, and resources.  When I add the bill to the work bench, no one ever goes and dose the job despite having the labor active and being idle at the time.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 06, 2015, 11:06:53 AM
Did you made :
1. pile of Sand, Stonecutter
2. Sillicon,  Electric smellter
3. Circuity, Machining
In that order ?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: TimTumm on March 06, 2015, 11:09:57 AM
[Request]
Is it possible to get a version of crematorious that strips bodies, but instead of cremating them, skins them?  I don't care about the meat, but that precious human skin...
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: detsuo04 on March 06, 2015, 11:25:35 AM
Did you made :
1. pile of Sand, Stonecutter
2. Sillicon,  Electric smellter
3. Circuity, Machining
In that order ?

yes i have sand silicon and a machining table as well as a crafter with 11 skill and nothing to do.  i also have the mined components (silver i think) and the bill is active to create circuits.

EDIT:
I discovered the problem.  the crafting table says a batch of circuitry requires 5 silver when it actually requires 100 silver.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: 123nick on March 06, 2015, 03:01:51 PM
can you make a version without the need for RMLauncher ? when i used it, it completely erased my mod load order data, and now i have to re-order my mods using EDB mod load order all over again. cant you just use some .bat file or a inbuilt installer for configuring instead?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Undecided on March 06, 2015, 04:02:06 PM
Quick question, has anyone tried using both this mod and Glittertech together?

I ask because both use silicon as a resource, which makes me curious whether or not not the two mods' silicon can be used by each others workshops. Does the identify resources just by the <defName> alone, or does it take into consideration mod directories in determining whether a resource is the same or unique?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Vascar on March 06, 2015, 04:47:24 PM
Quick question, has anyone tried using both this mod and Glittertech together?

I ask because both use silicon as a resource, which makes me curious whether or not not the two mods' silicon can be used by each others workshops. Does the identify resources just by the <defName> alone, or does it take into consideration mod directories in determining whether a resource is the same or unique?
Sorry, but nope.
The game considers them two completely different items.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 06, 2015, 05:08:13 PM
Quick question, has anyone tried using both this mod and Glittertech together?

I ask because both use silicon as a resource, which makes me curious whether or not not the two mods' silicon can be used by each others workshops. Does the identify resources just by the <defName> alone, or does it take into consideration mod directories in determining whether a resource is the same or unique?
I am just playing it at moment.
And there exist 2 different silicons now. Don't forget if 2 items share the same name, it don't need to be the same thing.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 06, 2015, 05:32:47 PM
Anyway to get the A2B: conveyor belts & co.  work's for the Ore extractor's ?
Would be nice to have an auto. coal feeder with these belt's.

I tryed first to build the feeder on the output field of the ore extractor, but i can't build there.
Same with the belt - loader, can't build it on the output field.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 06, 2015, 06:39:05 PM
Anyway to get the A2B: conveyor belts & co.  work's for the Ore extractor's ?
Would be nice to have an auto. coal feeder with these belt's.

I tryed first to build the feeder on the output field of the ore extractor, but i can't build there.
Same with the belt - loader, can't build it on the output field.
Placing a belt feeder directly adjacent to the ore extractor should result in the extractor outputting to that instead
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: IWannaChaos on March 06, 2015, 09:03:25 PM
Anyway to get the A2B: conveyor belts & co.  work's for the Ore extractor's ?
Would be nice to have an auto. coal feeder with these belt's.

I tryed first to build the feeder on the output field of the ore extractor, but i can't build there.
Same with the belt - loader, can't build it on the output field.
Placing a belt feeder directly adjacent to the ore extractor should result in the extractor outputting to that instead
Have you tested that? When I tried it the game said I was blocking the ore extractor's interaction spot.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Yas on March 07, 2015, 03:52:36 AM

Have you tested that? When I tried it the game said I was blocking the ore extractor's interaction spot.

Next to the output spot. Have 4 extractors in a row like
(http://up.picr.de/21202883di.jpg)
Hope that helps.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 07, 2015, 04:06:17 AM
Yep that made it clear.
I think this pic should be part of the starting page ! :-)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Yas on March 07, 2015, 11:20:59 AM
Yep that made it clear.
I think this pic should be part of the starting page ! :-)

Glad it helped.

Not sure about startpage since this is MD2 and A2B is a different mod. But I dont mind if Mipen wants to use it though.

Speaking of startpage... Mipen, Shinzy and Jabbamonkey ... those new textures rock, really!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: Canute on March 07, 2015, 04:34:52 PM
Another Issue.
When i disable the hauling at the Overview for Logistic droids, they still do hauling.
Looks like i need to assign a colonist to do the dirty job.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: nuschler22 on March 07, 2015, 06:58:50 PM
Try using manual priorities to prioritise their jobs. There is a bug where using natural priorities doesn't do anything for them, I'll fix this in the next update.

By manual priorities, do you mean the check marks or the numbers?  I have the numbers with only a "1" in cleaning and everything else blank. 
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 4 - Alpha 9)
Post by: mipen on March 07, 2015, 09:36:22 PM
Try using manual priorities to prioritise their jobs. There is a bug where using natural priorities doesn't do anything for them, I'll fix this in the next update.

By manual priorities, do you mean the check marks or the numbers?  I have the numbers with only a "1" in cleaning and everything else blank. 

The numbers, set the one you don't want to a lower priority than the one you do want and they will do that instead. I've fixed this bug for the next update though, which should be up today or tomorrow
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: nuschler22 on March 08, 2015, 12:10:52 PM
Thank you for the update!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Fox on March 08, 2015, 12:48:41 PM
thanks man
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: nuschler22 on March 08, 2015, 01:42:13 PM
For whatever reason, I can't name the Basic Combat Droid.  Every other droid is fine as far as I can tell. 

Just a minor bug. :)

Also, is there a way to remove the need for droids to have colonist beds?

Edit: After a reload, I was able to change the name on the combat droid.  Weird.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Ratys on March 08, 2015, 02:15:12 PM
Woo, update! Haven't found any issues myself.

Yet to try the 6beta, but: I did some poking around regarding MapComponent injection into existing games (using it for my Mad Skills mod), and documented one of the solutions here (https://ludeon.com/forums/index.php?topic=11187.0).
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: jabbamonkey on March 08, 2015, 10:59:58 PM
Noticed a minor bug when combine with the Pawn State mod (https://ludeon.com/forums/index.php?topic=9163.0).

All of the droids have a "crutches" icon next to them. The crutch icon means the character is "ineffective". It doesn't affect the gameplay, but the crutch icon appears next to EVERY droid. Just a little irritating.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Vonholtz on March 08, 2015, 11:13:14 PM
Noticed a minor bug when combine with the Pawn State mod (https://ludeon.com/forums/index.php?topic=9163.0).

All of the droids have a "crutches" icon next to them. The crutch icon means the character is "ineffective". It doesn't affect the gameplay, but the crutch icon appears next to EVERY droid. Just a little irritating.
Yep I to am running Pawn State icons. I get a red crutch on all droids. The red means immobility but the droids are moving just fine. I also get the naked and have no weapon icons even for droids who do not use weapons. I am not sure if this is more of a thing with this mod as much as it is with the Pawn state icon mod? But I agree it is there.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: jabbamonkey on March 09, 2015, 01:28:35 AM
Yep I to am running Pawn State icons. I get a red crutch on all droids. The red means immobility but the droids are moving just fine. I also get the naked and have no weapon icons even for droids who do not use weapons. I am not sure if this is more of a thing with this mod as much as it is with the Pawn state icon mod? But I agree it is there.

Tough to say ... The pawn state is adding icons to ALL the characters (which it is designed to do). So, it adds the icons to the people AND the droids. The Mech Def 2 didn't have to worry about any icons, because they are not part of the core.  So, either Mech Def 2 has to change things so the icons dont show on the droids... or the pawn state needs to factor in droids. 

While I love mech def 2, I think alot of people use the icons (as it helps the user interface and micromanagement of the core game).
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: mipen on March 09, 2015, 04:48:08 AM
Does this mod add icons to only pawns belonging to the colony? Or any pawn on the map? If it is just to pawns of the colony, these issues could come from the fact that it is looking for pawns with a human body def, whereas the droids at the moment are using the mechanoid body def, and will eventually have their own unique body def once I get around to it. If this is the cause of the issue, then there is nothing I can do to fix the incompatability, and you will have to kindly ask the mod author for a compatability patch. Even if that is not the cause, I severely doubt there is anything that can be done on my end to fix it
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: harpo99999 on March 09, 2015, 05:05:21 AM
from my limited observations, the pawn state icons only show up for the colonists and prisioners, not for attackers or visitors/animals
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Vonholtz on March 09, 2015, 05:38:57 AM
from my limited observations, the pawn state icons only show up for the colonists and prisioners, not for attackers or visitors/animals
I agree They only show up on the colonists and any one you have taking as a prisioners. I do think the icons show up on allies you have rescued but I might be wrong on that. But it dose not show up till they are under your control if it dose.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: moumix on March 09, 2015, 12:48:11 PM
Hello,

I really like this mod, even though I really need to stop having colonies with 90%+ droids... :D

Here are a few bugs that I've encountered though. I haven't updated to the latest version, so it seems at least two of those are fixed already:


Already fixed in version 5 it seems

Already entered on GitHub

Current bugs

I'm going to add those bugs on GitHub when I've had the chance to test them again in the updated version once I'm back home. ;) Should the compatibility bugs with other mods (pawn icons, shields if not vanilla) be entered there too?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: jal21 on March 09, 2015, 01:17:10 PM
i have been injoying your mod keep up the good work but i have one problunm is that in EdB Prepare Carefully your drods are whoth .2 pounts and italuse you to start whith a LOT of dords  whith out any workand i thout that you might whant to know
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: sikillgard on March 09, 2015, 03:44:08 PM
Deep Storage Units are cool on paper, but the fact that items actually "disappear" when you place them in can be annoying as builders won't build something, thinking they lack the resources, even if there is enough in a deep storage unit. I think it has been reported earlier in the thread too, with suggestions to have a larger stack than normal instead of making items disappear (it works for items going out of an ore generator, for example :p). Also, it doesn't take into account the x20 for Silver, Gold and Uranium, so instead of putting 20+stacks of the stuff, you can only put 4 or 5 stacks in a DPU.

The Doctor droid doesn't do operation bills automatically, nor will it feed sick people automatically. You can force command him to do both those actions though.

If you draft some droids, they will automatically undraft after a while, and start wandering around (I've seen that with combat droids mainly, not sure it happens to *all* the droids) - this doesn't seem to be linked to their energy refill need as I had droids with 750/750 energy do that.


I think I have answers for three of your issue.

The Deep Storage thing is a well known problem amongst modders doing similar things. So far, no one has a solution, and it doesn't look like there's any clear idea on how to "fix" it (It's a mod after all). If you want a quick fix, what I've done was that I set up a stockpile with higher priority next, around, etc, the DSUs. This way there's enough materials on map for builders to actually do something, while having the DSUs in reserve when the pile is full, fulfilling their purpose of compact storage. If you don't think it looks pretty, you can supplement the pile space with resource furniture from the Clutter mod, or make the area a building. Anyone have better ideas?

As for the medical droid, from what I've seen: when idle, the pawns has to finish moving to its destination before performing a new available task. Could this be your problem?

For the undraftings: This obviously isn't a fix, but deactivating them keeps them drafted. It won't react to enemies but at least you can keep them there and conserve energy as a bonus.

I don't know enough about the rest, but hopefully these could help you.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Undecided on March 09, 2015, 04:19:08 PM
Speaking of DSUs, I've noticed that they treat "small" materials (gold, silver) and regular ones the same. This means that for regular sized items they can hold up to 30 stacks (75 per stack * 30 stacks = 2250), when it comes to "small" items like gold or silver (which stack up to 500 per stack), it can only hold less than half-a-dozen stacks.

I'd like to maybe see a DSU version for holding small items with a much larger cap than the normal 2250 for storing gold, silver, and similar "small" items. Maybe call it a vault or something? It would be easy enough to modify an existing DSU, up the cap, and restrict the item list to only gold and silver.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Canute on March 09, 2015, 05:12:16 PM
Droids:
Yes they are all nearly indestructable. Have you ever tryed to get ride of an unwanted Droid. You can use them as target dummy for incoming raids, while you colonists hide behind their cover.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: moumix on March 09, 2015, 06:40:10 PM
(...snip...)
I'm going to add those bugs on GitHub when I've had the chance to test them again in the updated version once I'm back home. ;) Should the compatibility bugs with other mods (pawn icons, shields if not vanilla) be entered there too?

Tested all my bug reports on the new version with a completely mod-free environment except for MD2, and ended up creating 5 new issues. ;) I didn't create one for the pawn icons mod compatibility issue though.

Hope it helps! :D
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: mipen on March 09, 2015, 06:55:51 PM
Hello,

I really like this mod, even though I really need to stop having colonies with 90%+ droids... :D

Here are a few bugs that I've encountered though. I haven't updated to the latest version, so it seems at least two of those are fixed already:


Already fixed in version 5 it seems
  • Droids are renamed to their default name after loading a save, even if you renamed them.
  • All the droids have the Firefighting and Controlling abilities, yet none of them will automatically use them. You need to manually tell them to switch things or to fight fire tile by tile (Not fixed for controlling?)

Already entered on GitHub
  • Combat droids are *WAY* too effective, as they seem to instantly heal any damage that doesn't destroy a part in one hit.
  • Deep Storage Units are cool on paper, but the fact that items actually "disappear" when you place them in can be annoying as builders won't build something, thinking they lack the resources, even if there is enough in a deep storage unit. I think it has been reported earlier in the thread too, with suggestions to have a larger stack than normal instead of making items disappear (it works for items going out of an ore generator, for example :p). Also, it doesn't take into account the x20 for Silver, Gold and Uranium, so instead of putting 20+stacks of the stuff, you can only put 4 or 5 stacks in a DPU. (Only part of it is on GitHub)

Current bugs
  • Several droids other than the Builder droids have the "Construction" and "Repair" jobs available in the overview (it's just a display bug as they won't build or repair anyway) - I don't remember which droids exactly and can't launch the game right now :P
  • The Doctor droid doesn't do operation bills automatically, nor will it feed sick people automatically. You can force command him to do both those actions though.
  • Pawn status icons bug, as stated by previous posters.
  • If you draft some droids, they will automatically undraft after a while, and start wandering around (I've seen that with combat droids mainly, not sure it happens to *all* the droids) - this doesn't seem to be linked to their energy refill need as I had droids with 750/750 energy do that.
  • If you equip a shield on a droid, the health/gear tabs will disappear, as well as the command icons (draft, disable, etc...) - not sure it does that with the vanilla personal shield, but it does that with shields from other mods, let me know if you need more specifics on this, but I think this bug has been reported before in the thread.

I'm going to add those bugs on GitHub when I've had the chance to test them again in the updated version once I'm back home. ;) Should the compatibility bugs with other mods (pawn icons, shields if not vanilla) be entered there too?
Thanks for the big report, I really appreciate how you've laid it out :D I wasn't aware about the controlling thing, I'll take a look at how it's done and put it in.
Yeah I made a mistake handling the droids' passive regen, so they heal anything almost instantly heh, I've made a fix for this and it'll come out soon.
I coded the DSU before the compression value of 'small' items, and didn't think of it when updating, it should be an easy fix :) getting it to register what is stored inside will be much harder but hopefully I can figure something out.
Jobs that droids aren't meant to do showing up in the overview is something I cannot do anything about, as they are linked to how the game handles skills and jobs and everything and it can't be overridden :(
Automatically undrafting is part of the vanilla game, normal colonists do it too. I guess it's to make sure you don't draft them then forget about them and have them starve to death whilst standing waiting for orders xD I can disable it and include a check for low power though, if that is wanted.
Thanks for your post, it has been really helpful :D I can't respond to everything at the moment but rest assured I will fix all these problems :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Ratys on March 09, 2015, 07:13:31 PM
...
The Deep Storage thing is a well known problem amongst modders doing similar things. So far, no one has a solution, and it doesn't look like there's any clear idea on how to "fix" it (It's a mod after all). If you want a quick fix, what I've done was that I set up a stockpile with higher priority next, around, etc, the DSUs. This way there's enough materials on map for builders to actually do something, while having the DSUs in reserve when the pile is full, fulfilling their purpose of compact storage. If you don't think it looks pretty, you can supplement the pile space with resource furniture from the Clutter mod, or make the area a building. Anyone have better ideas?
...

Yes, as a matter of fact. I've mentioned it earlier, now I actually have something to show for it: my RT Storage mod (https://ludeon.com/forums/index.php?topic=11272) (shameless plug).

It includes (really, the only thing at the moment) the Quantum Stockpile, a 2x2 thing that goes under an existing stockpile zone, scans adjacent cells and simply piles items it finds on top of itself. That means items are still in the world, so they are displayed in the resources bar and are accessible by colonists. Default limit is 4 stacks per cell (16 stacks total), upgradeable to 6 and then 8.

It is, as it says, an early release - but it's functional. In the thread I mentioned an upcoming update, but that dragged on for longer because I decided on a complete rewrite in order to allow more features; on the forums right now because I'm taking a break from that. It works, once again, and there's a new thing too - a "quantum warehouse" which networks all quantum stockpiles in a single zone to distribute items among them, meaning with proper layouts it impossible to have things lying around unstored simply because colonists filled up one of the stockpiles.

More stuff is planned, of course, but I guess I'll release what I have, after some more testing. Probably even in a couple of hours; in the meantime feel free to try out the older version.


EDIT: Updated now.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Demonlord091 on March 10, 2015, 02:27:15 AM
I seem to have encountered a minor problem with stacks of Silicon that fell from the sky.

They don't seem to register with the crafting tables as existing Silicon, they don't look the same as the crafted stuff either.

Any ideas?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Ratys on March 10, 2015, 04:17:57 AM
I seem to have encountered a minor problem with stacks of Silicon that fell from the sky.

They don't seem to register with the crafting tables as existing Silicon, they don't look the same as the crafted stuff either.

Any ideas?

That's Glittertech silicon. It and MD2 silicon are not interchangeable.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Devlah on March 10, 2015, 04:41:23 AM
So, I've encountered something of an irritation.  For some reason, all of my idle droids have taken to idling around my colonist(s).  Even when they're trying to sleep.  This causes my colonists to receive penalties for having their sleep interrupted (people moving through the room).

Is there any way to work around this?  I have no knowledge of MODding this particular game, so I wouldn't know if there's perhaps an option to define a custom zone for droids to stay out...
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: GiPSyFiSH on March 10, 2015, 06:57:13 AM
Love this mod!

Found a bunch of bugs though, most are already mentioned above, these are the ones not reported yet:

Many of the droids can repair and construct (it's not just an overview thing) Not sure if they do so automatically but you can direct them to.

The corpseburner burns my precious mech corpses...

The corpseburner only touches allowed corpses (without the redX. Problem here is when I allow corpses, another droid or colonist might haul them away without stripping them. This is not a problem when u dont use a crematorium I guess but still... Not sure if this is a problem, but something to think about.

Equipping them with shields disables the gear and health tab, but also makes them near invincible.

deconstructing a charge pad while a droid is charging makes it freeze in place until the battery runs out (boom)

Cheers and great work!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Rock5 on March 10, 2015, 07:21:08 AM
So, I've encountered something of an irritation.  For some reason, all of my idle droids have taken to idling around my colonist(s).  Even when they're trying to sleep.  This causes my colonists to receive penalties for having their sleep interrupted (people moving through the room).

Is there any way to work around this?  I have no knowledge of MODding this particular game, so I wouldn't know if there's perhaps an option to define a custom zone for droids to stay out...
Seems unlikely but do you have tables in your sleeping quarters? Tables are gathering points.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Demonlord091 on March 10, 2015, 10:58:18 PM
I seem to have encountered a minor problem with stacks of Silicon that fell from the sky.

They don't seem to register with the crafting tables as existing Silicon, they don't look the same as the crafted stuff either.

Any ideas?

That's Glittertech silicon. It and MD2 silicon are not interchangeable.

Unfortunate but good to know.

Thanks for the info.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: jabbamonkey on March 11, 2015, 01:09:09 AM
Possible Bug...
I saw that someone posted that you can't change the name of the combat droids. I noticed another naming issue...  I'm not sure if it's an issue with just the mod, or a conflict somewhere else.

So, I rename all of my droids (with the exception of the combat droids). Then I save the game, and exit the program. When I load the game later on, all of the names return to their default names (i.e. "crafting droid").
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: skullywag on March 11, 2015, 03:59:50 AM
Yeah its a known bug Jabba. Naming isnt being persisted in the save.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Canute on March 11, 2015, 04:41:24 AM
Isn't this solved at the currend version ?
I don't got trouble with the droid's name anymore.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: skullywag on March 11, 2015, 04:43:30 AM
Yep should be fixed in v5 it seems...now to check if i updated myself...lol
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Famous Shoes on March 11, 2015, 10:07:44 AM
The naming issue is certainly fixed; though now you can see the naming bug in Core, i.e., anything (droid or colonist) with a nickname with a space in has the name minorly corrupted on the next game load. For example, "Droid 'Logistics Droid' Logistics" is saved then reloaded as "Droid 'Logistics' Droid'" (note the last '), a clearer example is saving and loading "Droid 'Foo Bar' Logistics" becomes "Droid 'Foo' Bar'" after a reload.

In short, the default nicknames might be better off without a space in, perhaps just the function, e.g., "Droid 'Logistics' Logistics", or a dash "Droid 'Droid-Logistics' Logistics". Auto-numbering would be a boon and for use with EdB Interface, much shorter nicknames would be too, so perhaps "Droid 'Logi-1' Logistics" "Droid 'Medi-3' Medical".
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: mersah on March 11, 2015, 12:13:29 PM
sorry if this has been mentioned before, but I would love it if idle droid can automatically go back to a designated or an open charge pad instead of just roaming around.  The droid would go into action automatically when there is work that needs to be done.

I have setup a charge pad station near the entrance of my base and after a fight, I have to manually select each droid to go back to a charge pad where i disable them and then activate them when I want them to fight.  I would love it if this can be automated. 

Awesome mod btw!!!!!!!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Silkoraz on March 12, 2015, 10:17:33 AM
The coal burner needs coal. but cant craft it or find it anywhere, anyone know? Do I need other mods?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: Canute on March 12, 2015, 11:44:45 AM
You need to research the fission and Ore extraction too.
With the fission you create a mining hole, you should select the large deep, it takes longer but you can mine other ore types too.
Then build an ore mine on it, and select to mine Coal.

Yeah i think too, there need to be a workbench to create charcoal/coal from wood.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: silentlord on March 14, 2015, 10:41:35 PM
is it me, or are these droids unkillable?

i built too many droids, so i sent one away into a massive wave of zombies, (as i have zombie mod) 1hr real time later, theres 2 massive zombie swarms, easy 100 of them smacking away at the lone droid, im also shelling it with mortar fire.

the bot just keeps on going, 3/4 health..... health tab going nuts, but still alive... power draining incredibly slowly and funny i can totally repair him by de-activating and re-activating.

i think im just gonna bring it back... hope defenders can wipe the zombies out and leave the turrets on auto attackt he droid until it maybe, eventually wants to die. lmao
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
Post by: mipen on March 15, 2015, 12:33:54 AM
is it me, or are these droids unkillable?

i built too many droids, so i sent one away into a massive wave of zombies, (as i have zombie mod) 1hr real time later, theres 2 massive zombie swarms, easy 100 of them smacking away at the lone droid, im also shelling it with mortar fire.

the bot just keeps on going, 3/4 health..... health tab going nuts, but still alive... power draining incredibly slowly and funny i can totally repair him by de-activating and re-activating.

i think im just gonna bring it back... hope defenders can wipe the zombies out and leave the turrets on auto attackt he droid until it maybe, eventually wants to die. lmao
Yeah thats a known bug haha, it'll be fixed in the next update
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: Snake on March 16, 2015, 05:07:33 AM
Good day. I can't build the control console. it is in the list but put on the map it can't. how to solve the roblem?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: WintericeUK on March 16, 2015, 08:58:06 AM
@mipen

The download link for MD2Storage goes to the MD2Droids files.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: Canute on March 16, 2015, 11:59:17 AM
Quote
--Added charcoal, which can be made at the Electric Smelter and used for fuel for the coal burner
Instead to use the smelter, what do you think about a charcoal pile ?
A bigger version of a campfire.
You need 150 wood to create it, it burns some days, and when it burns out it leave 75 charcoal.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: Snake on March 16, 2015, 04:47:06 PM
(http://C:\Users\SNAKE\Desktop)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: loc978 on March 16, 2015, 05:18:10 PM
@mipen

The download link for MD2Storage goes to the MD2Droids files.
+1
Offending section:
Downloads:
You can download the modules from GitHub:

     MD2Base (https://github.com/mipen/MD2Base/releases/) - this module is required for all others to work, and should be loaded first.
     MD2Droids (https://github.com/mipen/MD2Droids/releases)
     MD2Industry (https://github.com/mipen/MD2Industry/releases)
     MD2Manufacturing beta (https://github.com/mipen/MD2Manufacturing/releases)
     MD2Power (https://github.com/mipen/MD2Power/releases)
     MD2Storage (https://github.com/mipen/MD2Droids/releases) <-----
     MD2Fortifications (https://github.com/mipen/MD2Fortifications/releases)

Remember to only grab the latest release and not the master branch.
...I was going to post a corrected link to paste in, but the MD2 Storage section on github seems incomplete. I'm only seeing the master file.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: silentlord on March 16, 2015, 05:44:46 PM
Mipen - just thought i'd let you know, that update6 breaks compatibility with vein-miner mod.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 16, 2015, 06:57:50 PM
Good day. I can't build the control console. it is in the list but put on the map it can't. how to solve the problem?
Have you built one already? When you try to place it, is there any message that pops up? There is a limiter that only allows for one to be built at any one time

@mipen

The download link for MD2Storage goes to the MD2Droids files.
@mipen

The download link for MD2Storage goes to the MD2Droids files.
+1
Offending section:
Downloads:
You can download the modules from GitHub:

     MD2Base (https://github.com/mipen/MD2Base/releases/) - this module is required for all others to work, and should be loaded first.
     MD2Droids (https://github.com/mipen/MD2Droids/releases)
     MD2Industry (https://github.com/mipen/MD2Industry/releases)
     MD2Manufacturing beta (https://github.com/mipen/MD2Manufacturing/releases)
     MD2Power (https://github.com/mipen/MD2Power/releases)
     MD2Storage (https://github.com/mipen/MD2Droids/releases) <-----
     MD2Fortifications (https://github.com/mipen/MD2Fortifications/releases)

Remember to only grab the latest release and not the master branch.
...I was going to post a corrected link to paste in, but the MD2 Storage section on github seems incomplete. I'm only seeing the master file.
Thanks guys, it was inevitable that I'd mess something up somewhere :P I've fixed the link now

Mipen - just thought i'd let you know, that update6 breaks compatibility with vein-miner mod.
Yeah that's because I took the cheap and easy way of adding the new designator. I've changed how that's done for the next update. For the meantime, loading vein-miner after MD2Base should stop it from disappearing, you just won't get the collect sand order
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: silentlord on March 16, 2015, 07:06:42 PM
i just copied over some text from veinminer xml to yours. works again.

noticed droids aren't uber anymore. :P dropping like flies now. lol

can you repair droids? my crematorius is always damaged with broken parts etc...
no biggie otherwise, it's not like they are expensive to produce.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 16, 2015, 07:14:16 PM
i just copied over some text from veinminer xml to yours. works again.

noticed droids aren't uber anymore. :P dropping like flies now. lol

can you repair droids? my crematorius is always damaged with broken parts etc...
no biggie otherwise, it's not like they are expensive to produce.
They will slowly regenerate damage over time (currently two injuries fully healed per day), but if they lose a part then it's gone. You can set the delay period between regen ticks in the droid settings def, located in MD2Base/Defs/SettingsDefs/DroidsSettings.xml - it is the healDelayTicks number. Remember that this number is in ticks, so 60 ticks = 1 second, and there are 24,000 ticks in an in-game day. Once I write a new bodydef for them I will figure out a method for repairing them :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: LegendZero88 on March 17, 2015, 11:18:04 AM
Vein miner doesn't work with this mod.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 17, 2015, 02:05:31 PM
Vein miner doesn't work with this mod.
Load vein miner after md2base and it should be fine
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: Montanio on March 17, 2015, 04:20:25 PM
Just curious, is Update 6 directly update-able from Update 5? Can I just remove the old mod folder and drag the new modular stuff together? Or will it require a world/colony?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: MisterLock on March 17, 2015, 05:18:22 PM
Apologies ahead...I know I'm really persistent.
Now onto my question,Can I expect the clay mod to in Update 7?Or even better if you do get around to update it can you release it as a standalone like back in the days?
I so honestly hate keeping on askin this question,I would update it myself honestly If I had any competence at all with Rimworld's code.
Thanks in advance Mipen
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: silentlord on March 17, 2015, 07:01:03 PM
omg! i just noticed something playing with the new update. i mentioned earlier about repairing the droids.

it seems when hurt now, they go straight to a medical bed and get treated like any other pawn. lol

also the  since the update, when damaged they have a purple square box on them where, a normal pawn would have the bleeding texture.

still can't get over the droids in beds! making me laugh now.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 17, 2015, 07:21:10 PM
Just curious, is Update 6 directly update-able from Update 5? Can I just remove the old mod folder and drag the new modular stuff together? Or will it require a world/colony?
In theory it should be able to work, as I haven't changed or removed any Def names, but I did notice when I was testing it that it didn't like loading saves from the previous version. I would say try it, but keep a backup just in case
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: johiah on March 18, 2015, 09:31:34 PM
The deep storage will be very handy for storing 10k steel and 20k wood. (my colonists were bored so I told them to cut down every single tree.) Blame it on the bionics. (ridiculous storage room pic later.)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 22, 2015, 01:29:01 AM
Apologies ahead...I know I'm really persistent.
Now onto my question,Can I expect the clay mod to in Update 7?Or even better if you do get around to update it can you release it as a standalone like back in the days?
I so honestly hate keeping on askin this question,I would update it myself honestly If I had any competence at all with Rimworld's code.
Thanks in advance Mipen
I think you'll be happy to hear that I have finally added clay back in and it will make an appearance in the next update! Sorry for the massively long wait D: It is now a stuff item, slightly lower quality than ordinary stone, and can be used to build floors/any stuff related things. There will be a designator to tell colonists to manually collect some from mud/shallow water, and a machine which is placed on mud/shallow water and produces a little bit of clay automatically every 4 or so seconds. When it is collected it comes in the form of soft clay which must be baked in the electric smelter to produce bricks which are used for construction :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 22, 2015, 01:30:41 AM
omg! i just noticed something playing with the new update. i mentioned earlier about repairing the droids.

it seems when hurt now, they go straight to a medical bed and get treated like any other pawn. lol

also the  since the update, when damaged they have a purple square box on them where, a normal pawn would have the bleeding texture.

still can't get over the droids in beds! making me laugh now.
They should not be doing that! >:( bad droids haha, thanks for telling me, I thought I had sorted that out...
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: jal21 on March 22, 2015, 02:19:23 AM
i am curntly haveing an ishow that the drodes ant dong there work and wandering around i think that it might be one of the mods that i have pluged in but i can be shore i did get them to do it befor but idk
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: AllenWL on March 22, 2015, 04:29:46 AM
So I made a logistics droid, and didn't like it at all, but I didn't know if I could turn it back into parts.

So when some sieges came by, I sent it out as a suicide bomber. Wasn't very effective. Oh well....
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: Canute on March 22, 2015, 04:48:08 AM
You don't like logistic droids ? You don't enjoy a clean room ?

About Offworld Manufacturing Plant:
Did you let made some sculputures with the plant ?
Yes you can made them, but these don't got any stats or description.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 22, 2015, 04:54:19 AM
So I made a logistics droid, and didn't like it at all, but I didn't know if I could turn it back into parts.

So when some sieges came by, I sent it out as a suicide bomber. Wasn't very effective. Oh well....
Is there anything in particular you didn't like about it? Any feedback is useful :)

Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: MisterLock on March 22, 2015, 05:11:32 AM
-snip-
I think you'll be happy to hear that I have finally added clay back in and it will make an appearance in the next update! Sorry for the massively long wait D: It is now a stuff item, slightly lower quality than ordinary stone, and can be used to build floors/any stuff related things. There will be a designator to tell colonists to manually collect some from mud/shallow water, and a machine which is placed on mud/shallow water and produces a little bit of clay automatically every 4 or so seconds. When it is collected it comes in the form of soft clay which must be baked in the electric smelter to produce bricks which are used for construction :)

Can't wait!Thank you!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: mipen on March 22, 2015, 05:32:59 AM
You don't like logistic droids ? You don't enjoy a clean room ?

About Offworld Manufacturing Plant:
Did you let made some sculputures with the plant ?
Yes you can made them, but these don't got any stats or description.
Oops, an oversight on my part. I've just fixed this and it's in the new release. As an aside, do you have any feedback on the Manufacturing plant? It is useful? Balanced? Any feedback is appreciated :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: Canute on March 22, 2015, 07:44:21 AM
I didn't try it much yet.
It can be a good alternativ for any no/less skill needed bill like stone blocks or meals.
But the 200 plasteel needed for a new line, don't made it useful for early games when you don't got less pawn for cooking or an extra stonecutter.
I rather speed up research for droids, they need less plasteel.

And i notice you only can manufacture thing from vanilla and your mod.
It is possible to auto. scan other workbenches/active mod for possible bills to add them to the plant, or do you need to add them manualy ?

And Please, can you just made 1 archiv to download ? It is a little pain to get them all one by one, extract them one by one.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: silentlord on March 22, 2015, 08:05:42 AM
So I made a logistics droid, and didn't like it at all, but I didn't know if I could turn it back into parts.

So when some sieges came by, I sent it out as a suicide bomber. Wasn't very effective. Oh well....
[/size]

How can you not like Logistics droids, that makes no sense. they clean and haul-ass. i always have min of 2, sometimes build more if i start a large mining session. they are invaluable, like all the other droids. they free up your pawns so they can do other jobs.

I didn't try it much yet.
It can be a good alternativ for any no/less skill needed bill like stone blocks or meals.
But the 200 plasteel needed for a new line, don't made it useful for early games when you don't got less pawn for cooking or an extra stonecutter.
I rather speed up research for droids, they need less plasteel.

And i notice you only can manufacture thing from vanilla and your mod.
It is possible to auto. scan other workbenches/active mod for possible bills to add them to the plant, or do you need to add them manualy ?

And Please, can you just made 1 archiv to download ? It is a little pain to get them all one by one, extract them one by one.

[/size]

Its done that way so as to be modular. or atleast i hope so. lol. again though, why is it a pain?

They should not be doing that! >:( bad droids haha, thanks for telling me, I thought I had sorted that out...

lol... i wondered if something had gone awry, as they never did that before. still funny as hell.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 6)
Post by: AllenWL on March 22, 2015, 09:59:50 AM
So I made a logistics droid, and didn't like it at all, but I didn't know if I could turn it back into parts.

So when some sieges came by, I sent it out as a suicide bomber. Wasn't very effective. Oh well....
Is there anything in particular you didn't like about it? Any feedback is useful :)

Well, the droid hauled, cleaned, fought fires, and flicked switches on and off, right?
My colonists already hauled and cleaned quite well, I finished my basic defenses and was just expanding my farm, hunting, a crafting a bit and such, any I already had a few colonists that where very useful, but only in limited ways(excellent grower, warden, great fighter, etc) who did all my cleaning and hauling, fires where well under control by everyone, and for turning things on and off, it was much better having the nearest person do it rather then waiting for the droid.

All in all, it did help, but not enough to be worth it.

I supposed I could have gotten a lot of logistics droids, which would have been useful, but that would have just ended up with a good half of my colonists just wandering around drinking beer.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: Canute on March 22, 2015, 10:12:07 AM
Modular is fine thats ok.
But why do they need to be a seperate download each part ?
It wouldn't made a difference to download all at once except you are still useing a 14.4k modem.
Yes it is a little pain, for each part you need at last 2 clicks to download, and depend how you setup your archiv-tool 2-4 more clicks each part.
Mosttimes you need to download all part anyway for each update.
So it would it alot comfortable to download all at once, and unzip/rar it all at the mod folder Rimworld.

Quote
I supposed I could have gotten a lot of logistics droids, which would have been useful, but that would have just ended up with a good half of my colonists just wandering around drinking beer.
Ask yourself !
What you would do  cleaning your rooms or drinking beer ? :-)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: rsdworker on March 22, 2015, 01:44:09 PM
i liked it but i prefer big pack for some people wanting a one pack to install in
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: Canute on March 22, 2015, 03:24:04 PM
Attention on user who update this mod.
You NEED to delete the old mods, DON'T overwrite them because it is easyer.
Or you will have trouble like that MD2 workbenches disappear once they are build.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: mipen on March 22, 2015, 03:57:52 PM
Attention on user who update this mod.
You NEED to delete the old mods, DON'T overwrite them because it is easyer.
Or you will have trouble like that MD2 workbenches disappear once they are build.
Good idea for pointing this out. This is how it should be done for updating any RimWorld mod. I've added a note on this on the main post
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: Ominus on March 23, 2015, 09:10:45 AM
I've run into an issue with the assembly line, it seems to brake my saves.

i'm not 100% sure its not a mod conflict but when i removed the assembly line parts from the save it loads up fine again

I've attached the output log below. Hope its of some use.

I think this is the problem
Code: [Select]
InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for MD2.AssemblyLineProperty::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<lineSpeed><label>Speed Multiplier</label></lineSpeed>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label) [0x00000] in <filename unknown>:0

  at MD2.AssemblyLine.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[AssemblyLine] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at MD2.MPmanager.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.MPmanager"><assemblyLines><li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li></assemblyLines></li>
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object singleCtorArg) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: MisterLock on March 23, 2015, 05:36:31 PM
So little question...How do you get clay in the desert?You set the requirements for the soft clay producer to be placed on shallow water but in this build you cannot have water if you play on non coast/swamp maps.I remember in the old version the clay extractor actually produced water for the clay extraction process.Ideas?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: mipen on March 23, 2015, 06:55:06 PM
So little question...How do you get clay in the desert?You set the requirements for the soft clay producer to be placed on shallow water but in this build you cannot have water if you play on non coast/swamp maps.I remember in the old version the clay extractor actually produced water for the clay extraction process.Ideas?
Currently there is no way to get clay on the desert as I haven't done the terraforming buildings yet. I think it'll come in trade ships though? :P but yah, deserts don't usually have a supply of clay naturally
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: mipen on March 23, 2015, 11:21:23 PM
I've run into an issue with the assembly line, it seems to brake my saves.

i'm not 100% sure its not a mod conflict but when i removed the assembly line parts from the save it loads up fine again

I've attached the output log below. Hope its of some use.

I think this is the problem
Code: [Select]
InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.InvalidOperationException: SaveableFromNode exception: System.MissingMethodException: No constructor found for MD2.AssemblyLineProperty::.ctor()

  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<lineSpeed><label>Speed Multiplier</label></lineSpeed>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLineProperty] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Deep.LookDeep[AssemblyLineProperty] (MD2.AssemblyLineProperty& target, System.String label) [0x00000] in <filename unknown>:0

  at MD2.AssemblyLine.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li>

  at Verse.ScribeExtractor.SaveableFromNode[AssemblyLine] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[AssemblyLine] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at MD2.MPmanager.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="MD2.MPmanager"><assemblyLines><li Class="MD2.AssemblyLine"><lineSpeed><label>Speed Multiplier</label></lineSpeed><lineEfficiency><label>Efficiency Multiplier</label></lineEfficiency><orderStack><orders><li Class="MD2.Order"><ticksToFinish>1800</ticksToFinish><shoppingList><acquiredMats /><foundItems IsNull="True" /></shoppingList><config><recipe>BuildComputerComp</recipe><fixedIngredientFilter><disallowedSpecialFilters><li>AllowCorpsesColonist</li><li>AllowCorpsesStranger</li><li>AllowBuried</li></disallowedSpecialFilters><allowedDefs><li>Silicon</li><li>Gold</li></allowedDefs></fixedIngredientFilter><cycles>14</cycles><targetCount>1</targetCount></config><moreNeeded>True</moreNeeded></li></orders></orderStack><upgradeManager><completedUpgrades /><upgradesinProgress /></upgradeManager><lineLabel>Assembly Line 1</lineLabel><billOfMaterials><acquiredMats><keys><li>Steel</li><li>Plasteel</li></keys><values><li>1500</li><li>200</li></values></acquiredMats><requiredMaterials><li Class="MD2.ListItem"><amount>1500</amount><thing>Steel</thing></li><li Class="MD2.ListItem"><amount>200</amount><thing>Plasteel</thing></li></requiredMaterials><hasMats>True</hasMats></billOfMaterials></li></assemblyLines></li>
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object singleCtorArg) [0x00000] in <filename unknown>:0

  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)
Ooph, that was a hard bug to track down :P obviously I didn't test well enough before I put the update out. I think I've squashed it now, I'll put out a fix soonish
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: Canute on March 24, 2015, 03:36:29 AM
Ok, what is that Clay thing good for ?
You can't use it as early build resource because you need the electric smelter, the smelter need power......
IMO fact, clay as early build material at moment, forget it.

You will need a low-tech, no reasearch needed clay manufacture.
My idea are a onetime use kiln. soft clay + wood and it burn's 1 day. Then it remains Clay.

BTW charcoal, i think you should increase the need of wood. 20 wood for 10 charcoal.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: Hatura on March 24, 2015, 08:57:50 PM
I have been playing this mod with various mods and I just researched fissure generator and ore extractor and the are not showing up anywhere on any tabs
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 8 - Storage Fix)
Post by: mipen on March 24, 2015, 11:57:44 PM
I have been playing this mod with various mods and I just researched fissure generator and ore extractor and the are not showing up anywhere on any tabs
They should both be in the production tab. I just tested and it works for me, do you have any mods that change how buildings are unlocked?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 7 - Clay!)
Post by: AllenWL on March 25, 2015, 12:02:40 AM
Quote
I supposed I could have gotten a lot of logistics droids, which would have been useful, but that would have just ended up with a good half of my colonists just wandering around drinking beer.
Ask yourself !
What you would do  cleaning your rooms or drinking beer ? :-)
They're getting food, drinks, and a place to live. They should work for it, darn it.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Hatura on March 25, 2015, 02:06:00 AM
I dont have any mods that change how buildings are unlocked. I also researched another mod and It didnt show up in the production tab where it should be. I think I might have to many production items. Is there a limit on how many there can be?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: mipen on March 25, 2015, 02:11:03 AM
I dont have any mods that change how buildings are unlocked. I also researched another mod and It didnt show up in the production tab where it should be. I think I might have to many production items. Is there a limit on how many there can be?
;o I don't know haha, how many mods do you have installed?? xD
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Hatura on March 25, 2015, 02:11:56 AM
I have like 10 mods installed. Im a modding freak:P
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Canute on March 25, 2015, 03:14:08 AM
only 10 ? :-)
Once i got at the production bar 3 rows of things i could build. I don't think there is a limit.
I think it is more a conflict with another mod you installed too.

Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Canute on March 25, 2015, 08:26:13 AM
How many coal burner should 1 ore extractor should support ?
At moment i got 6 coal burner on 3 feeder on 1 ore extractor.
And all 6 burner are running.
Is this working as planned or maybe are the feeder double/tripple feeding the burner at once ?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Rock5 on March 25, 2015, 09:14:42 AM
I haven't used it in a while but when I first tested it in Alpha 8 in development mode I found it could support multiple coal burners but when I went to use it for real during a game it barely produced enough coal for 1 burner.

So, even though I don't know what the current drop rate is, if you are testing it in Development mode you'll probably find it produces a lot less when not in development mode.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Master Bucketsmith on March 25, 2015, 01:34:44 PM
Yo mipen,

I'm missing the ability to mod my droids, to upgrade them. Much like enhancing living colonists. There's one surgery mod that, for instance, also allows me to build motorized tracks. Kind of silly to put on colonists, but plausible. I thought to myself, it would be cool to be able to put them on my droids and make them faster!
I've also ran into a big problem; I would create plenty of droids for the tasks that I have, but run into an issue mid-game to late-game; most droids would just stand around the gather point doing nothing, because their tasks are done.
Personally, I'd love to see the ability to have droids do multiple things. At least make all of them able to haul and clean.
I was thinking, why not have it so that you make basic droids, capable of only hauling and cleaning, and then having to add 'programming' in discs that you 'surgery' into them to unlock additional skills for them?

For instance;
Build 3 droids, they're all haulers and cleaners per default.
Build cooking programme and put the disc in one of them, now this droid will be able to haul, clean and cook.
Build combat programme, put it on second droid, now able to haul, clean and hunt. (Maybe even split shooting and melee so you could have melee hunters that won't accidentally shoot colonists and other droids?)
Build growing programme, put it on the first droid, he can now haul, clean, cook and grow.
Build motorized tracks, put them on third droid, this droid can now still only haul and clean, but will be much faster.
Put precision claws on a droid for handwork improvement, cooking, crafting, art, etc.
Put enhanced pneumatic grips on a droid for the bulk work, hauling, growing?
Put an enhanced pneumatic pickaxe, hammer or sorts for mining and building?
Maybe some more advanced base hulks that are better in some way, but much more costly in research and materials to make?

I've got no idea if this is possible, just brainstorming.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Canute on March 25, 2015, 01:53:52 PM
Quote
I was thinking, why not have it so that you make basic droids, capable of only hauling and cleaning, and then having to add 'programming' in discs that you 'surgery' into them to unlock additional skills for them?
Basicly this is how the Droids are currently are.
You got a Basic model and with special programs and moduls at the construction ,you got the specilized models like you currently got.

If you like one droid which can do anything, you should take a look into https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0).

At last you can equip these droids to enhance them. When you look at the More Mechanoid's which you can capture too. They allways got a fixed job and can't wear any stuff.

Yes the droids are at the beginning more powerful then your pawn's, but later when you got bionic's for your pawn's become the 2.choise for the job.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Pivotal on March 25, 2015, 08:07:19 PM
Hi. The mod seems really great, but I am unable to use it properly it seems. My problem is the research not working correctly. I can research the first tech, the three intro-techs and the power gen 1 tech. But thats it. No more research from the mod appears in my research menu.

Any tips?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: Ominus on March 26, 2015, 10:42:41 AM
Thanks for such a cool mod mipen :D Manufacturing plant is working well now, I've attached some recipe defs for other mods that anyone can use to add those recipes to the plant. I didnt add all from each mod as some dont feel like they should be mass produceable, like bionic prosthetics, etc.
I used the mods name for the xml files so its easier to choose which ones you want to add.

And now a tiny problem I noticed with the manufacturing plant, it refuses to take piles of sand, stone and metal slag for the recipes that need it. I haven't had any problems with other recipes so far.
Oh I should mention this problem has been present since the first release, It's not a big deal though since 99% of recipes still work.  :)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 9 - Manufacturing Plant Fix)
Post by: mipen on March 27, 2015, 07:41:12 AM
Thanks for such a cool mod mipen :D Manufacturing plant is working well now, I've attached some recipe defs for other mods that anyone can use to add those recipes to the plant. I didnt add all from each mod as some dont feel like they should be mass produceable, like bionic prosthetics, etc.
I used the mods name for the xml files so its easier to choose which ones you want to add.

And now a tiny problem I noticed with the manufacturing plant, it refuses to take piles of sand, stone and metal slag for the recipes that need it. I haven't had any problems with other recipes so far.
Oh I should mention this problem has been present since the first release, It's not a big deal though since 99% of recipes still work.  :)
Hey good work on those :D Uhm, I hate to be the bringer of bad news, but in the latest update I have changed how the plant finds recipes to use. It will now add any recipe who's workSkill is either Cooking, Crafting or Artistic. You are still able to use the def as you did to add recipes manually however, just most of them are probably covered now. You can also use the def to blacklist any recipes you don't want showing up. Also, I have fixed the bug where it doesn't use sand or chunks :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Ominus on March 27, 2015, 08:06:09 AM
nice! Well atleast I wont have to copy the defs over every time I update to a new version  ;D

Thanks for the awesome mods and hard work!  :D 8)

EDIT: thank god you added a search bar in the assembly, the recipe list is huge now with all the mods I got lol
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mrzjadacz on March 28, 2015, 07:08:18 AM
Crematorius is immortal. I didn't need him longer, so i wanted to use him to lure mechanoids. Then I discovered, that everytime we disable and enable him, he back to 100% health, every burns, cracks will disapear.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on March 28, 2015, 08:07:05 AM
Crematorius is immortal. I didn't need him longer, so i wanted to use him to lure mechanoids. Then I discovered, that everytime we disable and enable him, he back to 100% health, every burns, cracks will disapear.
Is this just the crematorius? Or do all droids do this aswell?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mrzjadacz on March 28, 2015, 08:31:37 AM
Crematorius is immortal. I didn't need him longer, so i wanted to use him to lure mechanoids. Then I discovered, that everytime we disable and enable him, he back to 100% health, every burns, cracks will disapear.
Is this just the crematorius? Or do all droids do this aswell?
I am not sure. I don't have yet any poverful enemy to test it with my combat droid. Boars and muffalos aren't strong enough that do anything to him. I will send you a priv, when i get better info.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: AllenWL on March 28, 2015, 09:00:17 AM
Basic combat droids are so useful. They have saved many a life.
Just a question, but by calling the droids basic combat droid, are you hinting at advanced combat droids?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on March 28, 2015, 09:21:27 AM
Basic combat droids are so useful. They have saved many a life.
Just a question, but by calling the droids basic combat droid, are you hinting at advanced combat droids?
Yes :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: JuiceBox on March 28, 2015, 01:37:42 PM
When constructing the Droid production table.. it constructs but doesn't appear, and you cannot click or use it.

It must be not compatible with another mod currently using.. Any ideas on which mods its not working with?

Also the deep storage doesn't appear to be working correctly as well storing only 75 of ea ch item after upgrading to 1000 and 1500..
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 28, 2015, 03:27:58 PM
When constructing the Droid production table.. it constructs but doesn't appear, and you cannot click or use it.

It must be not compatible with another mod currently using.. Any ideas on which mods its not working with?

Also the deep storage doesn't appear to be working correctly as well storing only 75 of ea ch item after upgrading to 1000 and 1500..

I can think of some basic troubleshooting steps.
Have you checked to make sure MD Base is loading before the other MD modules?
If you don't have EdB Mod Order, I would strongly suggest you get it. It helps with managing lots of mods, and can ensure multiple part mods like Mechanical Defense loads the base module before the other modules.

Another thing to check is if you have the latest versions of the modules.
Do you have MD2Base-5, MD2Droid-2 and MD2Storage-2 in your mod folder?

The old version of Deep Storage (MD2Storage-1) only shows a single stack, but will show in its details how much it stores total (e.g., 123/1000), and has a 'dump all' type option to eject everything it stored both the shown stack and what is stored internally (which creates a big mess of stacks all over the place with a fully filled Deep Storage III...)
The newest version (MD2Storage-2) apparently lacks such details/options, and just has a single stack that lacks the usual stack size limitations. (e.g., a stack of 495 plasteel)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Canute on March 28, 2015, 05:02:11 PM
I got a similar problem a bit ago.
Did you delete the old mod folder or did you copy/unzip the new ones into the Mod folder and don't delete the old ones ?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: SeamusCameron on March 28, 2015, 10:58:11 PM
I don't know if it has been suggested before, but being able to extract/collect clay from marshes would be pretty awesome.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Vingolf on March 29, 2015, 08:44:51 AM
When are going to implement "Repairs bay" ?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Pivotal on March 29, 2015, 10:54:07 AM
So, I have tried everything and still cant research more then basic techs that doesn't actually unlock anything.

Ive even made a fresh install, with only the MD2-mods loaded. I made sure they all were the newest versions and that MD2 Base was loaded first.

Still same issue. I also sometimes get an issue with the storage-mod. Sometimes it seems to bug out and prevent me from hauling any of the items that crashlanded with me. Anything else can be hauled though. Turn off the mod, and it works fine again.

But the most critical for me is the research bug. The entire mod does nothing right now.

Anyone?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 29, 2015, 02:58:39 PM
@ Pivotal
So it doesn't work even if MD2Base is the first thing loaded after Core?


For the Deep Storage not accepting items.
Make sure it is configured right, that it has only one type of item set to be stored in each one, and that it is the higher priority than other stockpiles you have that could take the item in question.

I've had a few times where pawns refuse to carry goods to Deep Storage until after they first carry it to a lower priority stockpile.
Either the Deep Storage has an occasional short delay between storing a stack before it can accept another stack, or some other issue is at work.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Master Bucketsmith on March 29, 2015, 02:59:08 PM
Anyone?

Anything in your Rimworld log?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: JuiceBox on March 29, 2015, 05:32:44 PM
When constructing the Droid production table.. it constructs but doesn't appear, and you cannot click or use it.

It must be not compatible with another mod currently using.. Any ideas on which mods its not working with?

Also the deep storage doesn't appear to be working correctly as well storing only 75 of ea ch item after upgrading to 1000 and 1500..

I can think of some basic troubleshooting steps.
Have you checked to make sure MD Base is loading before the other MD modules?
If you don't have EdB Mod Order, I would strongly suggest you get it. It helps with managing lots of mods, and can ensure multiple part mods like Mechanical Defense loads the base module before the other modules.

Another thing to check is if you have the latest versions of the modules.
Do you have MD2Base-5, MD2Droid-2 and MD2Storage-2 in your mod folder?

The old version of Deep Storage (MD2Storage-1) only shows a single stack, but will show in its details how much it stores total (e.g., 123/1000), and has a 'dump all' type option to eject everything it stored both the shown stack and what is stored internally (which creates a big mess of stacks all over the place with a fully filled Deep Storage III...)
The newest version (MD2Storage-2) apparently lacks such details/options, and just has a single stack that lacks the usual stack size limitations. (e.g., a stack of 495 plasteel)


Tried them all man... The Base is loaded up first I think meaning its the first in the list when it comes to the other mods... I do have more mods that i'm trying to run it with... can you think of any mods that would alter to make the table not visable?

I have all the updated versions... I do get a pretty long list of error codes...

I will try to trouble shoot it tonight and play around with mods// on // off
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Pivotal on March 29, 2015, 05:56:56 PM
Rditto: Yes, even if its loaded right after Core, and with no other mods installed.

And the storage bug isn't about not moving it to deep storage. I am not even able to research deep storage as per the other problem. The storage-bug is that if I even have the storage-mod loaded, then often they wont be able to haul the starting items. At all. Anywhere. They can equip the equipables, but thats it. They cant haul any of them, and they cant use them for building or similar.

Bucketsmit: Sorry, but where can I find that?


Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 29, 2015, 08:36:48 PM
Tried them all man... The Base is loaded up first I think meaning its the first in the list when it comes to the other mods... I do have more mods that i'm trying to run it with... can you think of any mods that would alter to make the table not visable?

I have all the updated versions... I do get a pretty long list of error codes...

I will try to trouble shoot it tonight and play around with mods// on // off

Lots of errors?
Are the errors you are getting varied, or basically a single line or several lines repeated over and over in red text that basically hog the log window and push all other errors out of the log window?
If error spam of the same few lines over and over, does it involve InstallScytherKnifeProtrusion by any chance?

One more stray idea for trouble shooting.
Try having MD2 as the last of your mods to load, since the last mod loaded takes priority if multiple mods change the same things.
If it causes MD2 to work but breaks another mod, then it will at least be a step toward confirming some sort of mod conflict.

I had one time in Alpha 8 where a workbench for a mod was built and looked like a red box with a red x through it, like the game couldn't find the texture for it, and it couldn't be selected. All I remember is that it was likely due to some sort of mod conflict, because it started working after removing a few mods I didn't like.
I recall one of the removed mods changed/altered some of the resources, but I never confirmed if that was the cause for the issue.

Rditto: Yes, even if its loaded right after Core, and with no other mods installed.

And the storage bug isn't about not moving it to deep storage. I am not even able to research deep storage as per the other problem. The storage-bug is that if I even have the storage-mod loaded, then often they wont be able to haul the starting items. At all. Anywhere. They can equip the equipables, but thats it. They cant haul any of them, and they cant use them for building or similar.

Bucketsmit: Sorry, but where can I find that?

To answer that last question.
It should be where you installed RimWorld to, in the RimWorld###Win_Data folder.
E.g., C:/Games/Rimworld727Win/RimWorld727Win_Data/output_log.txt

For the no haul issue.
To be clear, it is only starting items/resources that cannot be hauled? Stuff you get later, like wood from cut down trees, can be hauled?
If just the starting stuff, are the starting items being set to be forbidden (red x on them) by any chance?
Or can nothing be hauled or used to build in general?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: JuiceBox on March 29, 2015, 09:45:02 PM
I can private message you the log box... If you want.. Thanks for the reply. I'm going to trouble shoot the mod after supper when I get some free time and I will PM you the mod its not compatible with... maybe we can rectify why and potential sort out the problem.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 29, 2015, 10:30:02 PM
I can private message you the log box... If you want.. Thanks for the reply. I'm going to trouble shoot the mod after supper when I get some free time and I will PM you the mod its not compatible with... maybe we can rectify why and potential sort out the problem.

There is a limit to what I can do beyond help with troubleshooting and trying to track down issues like mod conflicts.
I've been dealing with modded games for well over a decade, and have some basic modding skills, but nothing major.

One thing has come to mind.
Do you have Enhanced Defence installed by any chance?
The incomplete ED Vehicle module was accidentally included in the latest version on the mod Nexus, and it causes log window spam that makes it a pain in the rear to see if there are any other errors going on.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on March 29, 2015, 11:21:22 PM
So, I have tried everything and still cant research more then basic techs that doesn't actually unlock anything.

Ive even made a fresh install, with only the MD2-mods loaded. I made sure they all were the newest versions and that MD2 Base was loaded first.

Still same issue. I also sometimes get an issue with the storage-mod. Sometimes it seems to bug out and prevent me from hauling any of the items that crashlanded with me. Anything else can be hauled though. Turn off the mod, and it works fine again.

But the most critical for me is the research bug. The entire mod does nothing right now.

Anyone?
I cannot think what would be causing this. Does anything come up in the log? Does it happen with any other mods? Have you played with any of the core game files?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on March 29, 2015, 11:26:16 PM
When constructing the Droid production table.. it constructs but doesn't appear, and you cannot click or use it.

It must be not compatible with another mod currently using.. Any ideas on which mods its not working with?

Also the deep storage doesn't appear to be working correctly as well storing only 75 of ea ch item after upgrading to 1000 and 1500..

I can think of some basic troubleshooting steps.
Have you checked to make sure MD Base is loading before the other MD modules?
If you don't have EdB Mod Order, I would strongly suggest you get it. It helps with managing lots of mods, and can ensure multiple part mods like Mechanical Defense loads the base module before the other modules.

Another thing to check is if you have the latest versions of the modules.
Do you have MD2Base-5, MD2Droid-2 and MD2Storage-2 in your mod folder?

The old version of Deep Storage (MD2Storage-1) only shows a single stack, but will show in its details how much it stores total (e.g., 123/1000), and has a 'dump all' type option to eject everything it stored both the shown stack and what is stored internally (which creates a big mess of stacks all over the place with a fully filled Deep Storage III...)
The newest version (MD2Storage-2) apparently lacks such details/options, and just has a single stack that lacks the usual stack size limitations. (e.g., a stack of 495 plasteel)


Tried them all man... The Base is loaded up first I think meaning its the first in the list when it comes to the other mods... I do have more mods that i'm trying to run it with... can you think of any mods that would alter to make the table not visable?

I have all the updated versions... I do get a pretty long list of error codes...

I will try to trouble shoot it tonight and play around with mods// on // off
Are you loading MD2Base before Core? If you are, that will cause lots of issues
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: SSS on March 30, 2015, 01:24:17 AM
Fun mod. I'm only using the droids pack; at first I only used logistics droids, but recently I've made a crafting one help keep up with the stonecutting/smelting backlog while my better (human) crafter focuses on clothing and smithing. I tried out a combat/hunting droid too, and it's nice so far.

Would you be willing to enable operations for droids? I have scyther blades/knife protrusions around the base, but I can't install a new one on my droid after it lost one.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: JuiceBox on March 30, 2015, 10:23:39 AM
I can private message you the log box... If you want.. Thanks for the reply. I'm going to trouble shoot the mod after supper when I get some free time and I will PM you the mod its not compatible with... maybe we can rectify why and potential sort out the problem.

There is a limit to what I can do beyond help with troubleshooting and trying to track down issues like mod conflicts.
I've been dealing with modded games for well over a decade, and have some basic modding skills, but nothing major.

One thing has come to mind.
Do you have Enhanced Defence installed by any chance?
The incomplete ED Vehicle module was accidentally included in the latest version on the mod Nexus, and it causes log window spam that makes it a pain in the rear to see if there are any other errors going on.

no Enhanced defense here!

Also not loading before core..
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: JuiceBox on March 30, 2015, 10:33:50 AM
So I figured it out,

It is not compatible with T's mods ....

Everythings else so far looks like its compatible with... well enough to build the Droid Assembly.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 30, 2015, 11:34:39 AM
So I figured it out,

It is not compatible with T's mods ....

Everythings else so far looks like its compatible with... well enough to build the Droid Assembly.

That's interesting.
I use T's mods also.  I have not encountered any conflicts between the two mods. Maybe it's because they are loaded before MD2 does in my game.
Although, I went with T-MoreBedsCloth and not T-MoreBedsVanilla, which makes me wonder about something.
Did you use T-MoreBedsVanilla instead T-MoreBedsCloth?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: silentlord on March 31, 2015, 07:44:55 AM
i use morebedsvanilla, as i didnt want the cloth as that needs the cloth mod. im having no issues... gotta be your load order.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: SSS on March 31, 2015, 09:08:31 AM
Oh, right. Modmaker: Could you remove the Mechanical Defense 2 designations next to research items in future versions? It really breaks the narrative of the game when I see something so meta in the research queue. At that, breaking up the research into the separate sub-mods would be nice; if I'm just using droids I don't care to research coal, but leaving it unresearched would annoy me too.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: HefferX on March 31, 2015, 12:45:08 PM
Should droids respect the SkillLock mod for crafting tables? I don't think they do.

https://ludeon.com/forums/index.php?topic=10908.0 for reference
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on March 31, 2015, 05:03:55 PM
Bug or Feature?
The Grower, Mining, Crafter and Cooking droids have the Construction skill.


i use morebedsvanilla, as i didnt want the cloth as that needs the cloth mod. im having no issues... gotta be your load order.
You don't need ExpandedCloth for MoreBedsCloth.
ExpandedCloth just adds extra steps to getting cloth, for those that don't like to get cloth strait from cotton plants.

Oh, right. Modmaker: Could you remove the Mechanical Defense 2 designations next to research items in future versions? It really breaks the narrative of the game when I see something so meta in the research queue. At that, breaking up the research into the separate sub-mods would be nice; if I'm just using droids I don't care to research coal, but leaving it unresearched would annoy me too.

I can agree it would be nice to move some items to the modules that use them. But what if later modules require those materials? Or other present modules are expanded and suddenly need those materials? Then they would have to be moved back into the base module or else people who then be required to install modules they don't want to use.

I got enough stuff on my mod list without adding even more mod modules to the list, such as separate modules for research. Or potentially having saves break because items are no longer where they are supposed to be as far as the save is concerned.
Or having complaints from people who didn't read the fine print specifying they have to download a second module just to research and use the module they want to use.

I can agree it is a little out of place to have the MD2 research be 'marked' as such.
On the flip side, there are going to be people who want to have certain things clearly marked. Be it wanting to dive in to a newly downloaded mod, to those less experienced with mods who might get tripped up if they have a long research list but no idea which one unlocks stuff for a mod whose stuff they want to try out.

I tend to leave techs I don't care about until last, then research them to get them out of the way, then not use whatever is unlocked.

Should droids respect the SkillLock mod for crafting tables? I don't think they do.

https://ludeon.com/forums/index.php?topic=10908.0 for reference

Those look like a handy set of mods.
You would need to set the limits pretty high to affect the droids (if they are affected, anyways)
The droids, as I have observed anyways, tend to start with their respective skills at 14-15 and passion for those skills at Burning.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on April 01, 2015, 08:16:29 AM
Hey everyone, just a quick update to let you know that I likely won't be very active for a little while, I'm taking a short break but I will be back soon! Remember to open issues on github.com if you find any bugs / have any suggestions. Thanks :)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: hulksterr on April 05, 2015, 02:30:14 AM
To install this, do I just need to download the files and put them in the mod folder? Or to put the droid download in the base folder?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Canute on April 05, 2015, 06:44:17 AM
Download the files and put them in the mod folder!
But be sure you activate the   MD2Base first, or when you use Mod order, it should be above the other MD2 mods.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Redshadow on April 05, 2015, 06:57:26 AM
To install this, do I just need to download the files and put them in the mod folder? Or to put the droid download in the base folder?

I think you'd benefit from reading the 'How to install and update for all mods' thread at the top of the Releases list.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Grynnreaper on April 08, 2015, 10:54:44 AM
I've done the research, can't find the dsu, what does it look like?
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Cryorus on April 09, 2015, 08:58:27 AM
Little bug report:
(GIT doesnt load for me right now :/ )
Sometimes when colonists take items from a DSU the itemstack tends "to explode".
A 2000+ stack of steel expodes into individual 75x stacks around the DSU.
Other than that the DSU work WAY better than in alpha 8.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mipen on April 09, 2015, 11:14:57 PM
I've done the research, can't find the dsu, what does it look like?
It is in the misc tab, looks like a large brownish rectangle

Little bug report:
(GIT doesnt load for me right now :/ )
Sometimes when colonists take items from a DSU the itemstack tends "to explode".
A 2000+ stack of steel expodes into individual 75x stacks around the DSU.
Other than that the DSU work WAY better than in alpha 8.
Thanks for letting me know. Have you seen it happen? Sometimes pawns will pick up a stack and spread it out if they see it is over the stack limit
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Cryorus on April 10, 2015, 02:50:02 PM
Thanks for letting me know. Have you seen it happen? Sometimes pawns will pick up a stack and spread it out if they see it is over the stack limit

It just goes every where. When the stack explodes it goes even outside the room trough walls and into spaces between rooms (had do deconstruct a few walls in order to get 1 stack)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: johiah on April 11, 2015, 07:12:38 AM
Please make basic combat droids not explode. curently, I forgot it would damage their clothing. I gave them each good gear so they would SURVIVE, but they got shot by multiple people with charge rifles, exploded and now my normal 98% charge rifles are at 15% and same for the synthread clothing and normal armor chestpeices and SUPERIOR kevlar helmets. I dunno I tink them exploding on death migth need to be fixed.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Canute on April 11, 2015, 10:03:56 AM
Please let the Combat Droids explode much more !
They are so cheap to build and they got that high skills, there need to be a big disadvantage to them, and a huge blast radius would come in handy ! :-)
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Goo Poni on April 11, 2015, 10:15:39 AM
Please make basic combat droids not explode. curently, I forgot it would damage their clothing. I gave them each good gear so they would SURVIVE, but they got shot by multiple people with charge rifles, exploded and now my normal 98% charge rifles are at 15% and same for the synthread clothing and normal armor chestpeices and SUPERIOR kevlar helmets. I dunno I tink them exploding on death migth need to be fixed.

Alternatively, MOAR MODS! Install the Mending Table and any damaged equipment can be repaired. Generally only takes a few moments when playing at triple speed to repair anything. Allows you to change your colonists' clothes to fresh clothes to remove the Frayed Apparel debuff then repair their messed up clothing with some patchwork denim and you're all good to go.


Were Crematorious droids adjusted between A7 and A9? Because now they cremate everything, which is very annoying when mechanoids attack and they go off to cremate the mechanoids when those things could be scrapped for metal or repurposed with MoreMechanoids.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: johiah on April 11, 2015, 11:59:48 AM
Please make basic combat droids not explode. curently, I forgot it would damage their clothing. I gave them each good gear so they would SURVIVE, but they got shot by multiple people with charge rifles, exploded and now my normal 98% charge rifles are at 15% and same for the synthread clothing and normal armor chestpeices and SUPERIOR kevlar helmets. I dunno I tink them exploding on death migth need to be fixed.

Alternatively, MOAR MODS! Install the Mending Table and any damaged equipment can be repaired. Generally only takes a few moments when playing at triple speed to repair anything. Allows you to change your colonists' clothes to fresh clothes to remove the Frayed Apparel debuff then repair their messed up clothing with some patchwork denim and you're all good to go.


Were Crematorious droids adjusted between A7 and A9? Because now they cremate everything, which is very annoying when mechanoids attack and they go off to cremate the mechanoids when those things could be scrapped for metal or repurposed with MoreMechanoids.
could not find the mending table mod.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Goo Poni on April 11, 2015, 01:05:02 PM
Please make basic combat droids not explode. curently, I forgot it would damage their clothing. I gave them each good gear so they would SURVIVE, but they got shot by multiple people with charge rifles, exploded and now my normal 98% charge rifles are at 15% and same for the synthread clothing and normal armor chestpeices and SUPERIOR kevlar helmets. I dunno I tink them exploding on death migth need to be fixed.

Alternatively, MOAR MODS! Install the Mending Table and any damaged equipment can be repaired. Generally only takes a few moments when playing at triple speed to repair anything. Allows you to change your colonists' clothes to fresh clothes to remove the Frayed Apparel debuff then repair their messed up clothing with some patchwork denim and you're all good to go.


Were Crematorious droids adjusted between A7 and A9? Because now they cremate everything, which is very annoying when mechanoids attack and they go off to cremate the mechanoids when those things could be scrapped for metal or repurposed with MoreMechanoids.
could not find the mending table mod.

Mending Table plus other assorted mods (https://ludeon.com/forums/index.php?topic=10908.0). Enjoy.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: johiah on April 11, 2015, 01:28:56 PM
Please make basic combat droids not explode. curently, I forgot it would damage their clothing. I gave them each good gear so they would SURVIVE, but they got shot by multiple people with charge rifles, exploded and now my normal 98% charge rifles are at 15% and same for the synthread clothing and normal armor chestpeices and SUPERIOR kevlar helmets. I dunno I tink them exploding on death migth need to be fixed.

Alternatively, MOAR MODS! Install the Mending Table and any damaged equipment can be repaired. Generally only takes a few moments when playing at triple speed to repair anything. Allows you to change your colonists' clothes to fresh clothes to remove the Frayed Apparel debuff then repair their messed up clothing with some patchwork denim and you're all good to go.


Were Crematorious droids adjusted between A7 and A9? Because now they cremate everything, which is very annoying when mechanoids attack and they go off to cremate the mechanoids when those things could be scrapped for metal or repurposed with MoreMechanoids.
could not find the mending table mod.

Mending Table plus other assorted mods (https://ludeon.com/forums/index.php?topic=10908.0). Enjoy.
thanks soooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo much
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: rditto48801 on April 11, 2015, 01:40:05 PM
Little bug report:
(GIT doesnt load for me right now :/ )
Sometimes when colonists take items from a DSU the itemstack tends "to explode".
A 2000+ stack of steel expodes into individual 75x stacks around the DSU.
Other than that the DSU work WAY better than in alpha 8.
Thanks for letting me know. Have you seen it happen? Sometimes pawns will pick up a stack and spread it out if they see it is over the stack limit

I've had the same issue.
Of noticing a DSU is empty with stacks of items spread out all over the place. I've had stacks a little under 1k steel on a Mk III DSU get spread out all over the place on several occasions, but have not actually seen it happen. The DSU in question was next to (as in 2 spaces away from) a stockpile that was also set to store steel at one lower level of priority, which made it seemed out of place since pawns would have a place to take stacks after 'unloading' the DSU.

The only times I have seen them take a full super sized stack, they basically run off to take it someplace that needs only a little bit of stuff (well under a normal full size stack), then come back to the DSU to unload a stack (or two if initially empty). Then they constantly go back and forth between the DSU and an adjacent stockpile, since the DSU only accepts a single stack at a time (sometimes double if the DSU is initially empty), and seems to take a few moments before it can accept another stack since they sometimes unload 2 or more stacks on the adjacent stockpile before heading back to the DSU. (maybe due to game seeming to have short delays before pawns 'see' a stockpile has had its settings changed?)

I've seen pawns do similar with regular stacks, such as grabbing a full stack of berries because a higher priority stockpile had a stack with just a few berries taken from it, so I would guess that issue is likely the game itself and not the DSU or the mod in general.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mrzjadacz on April 13, 2015, 03:14:46 AM
Does embrasures or mechanical walls in embrasure state, grant any cover? I would want to use them to make maze.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Yas on April 17, 2015, 01:51:36 PM
Does embrasures or mechanical walls in embrasure state, grant any cover? I would want to use them to make maze.

Cover... thats what they are for. So, Id say *yes*
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: IAMEPSIL0N on April 17, 2015, 08:00:41 PM
Does embrasures or mechanical walls in embrasure state, grant any cover? I would want to use them to make maze.

Cover... thats what they are for. So, Id say *yes*

I would have to check but I believe they provide too much coverage for that idea, I seem to recall having a setup like
Pawn Embrasure1 Space Embrasure2 Target
in alpha 8 just ended up with me chewing up the second embrasure and the targets being relatively unharmed.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: LegendZero88 on April 18, 2015, 03:45:58 AM
Please update to alpha10c, Thanks man good work!
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Yas on April 18, 2015, 08:32:36 AM
I would have to check but I believe they provide too much coverage for that idea, I seem to recall having a setup like

Dunno... I always thought an embrasure is *meant* to have super cover. Isnt it? Look at this WWII thingy:
http://upload.wikimedia.org/wikipedia/commons/d/d1/Large_embrasure_in_British_WWII_fortification_%28internal%29.JPG.

It provides a *lot* cover for a rifleman, doesnt it?

And thats how I understand the MD2 (and other) emrasures. So... Id say its okay they provide a lot cover.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: mrzjadacz on April 19, 2015, 06:28:29 AM
Ok, thanks. I found in config which line define covver and i edited embrasures from Defend that Colony to 0 cover.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Hellandlife on April 19, 2015, 10:26:20 AM
Is this being worked on for alpha 10?

I really love the droids and power options.
Sometimes I get to a point where I just don't have enough people ya know.

Great MOD :D On my top 10 must have.
Title: Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 10 - Misc Fixes)
Post by: Dregod on April 19, 2015, 02:49:07 PM
I'm sure it is, give the mod dev time to update.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: mipen on April 23, 2015, 06:35:08 AM
Everything except droids updated to alpha 10! unfortunately droids will take a while longer to update :(
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: DanRowan on April 23, 2015, 11:56:36 AM
Cant wait for the droids, this with superior crafting is going to be insane, keep up the great work!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: DAMbustn22 on April 24, 2015, 05:46:41 AM
Hey man, is there any time frame on when droids will be ready that you could give. I love this mod, it is amazing, but droids are my favourite part!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: mipen on April 24, 2015, 06:41:34 AM
They will probably take a while, there have been lots of changes to the health system that I have to get my head around and then try to find work arounds for. So yeah unfortunately they will take a while :(
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: mathwizi2005 on April 24, 2015, 08:00:05 AM
Awww~  Guess I gotta wait longer for my Borg colony to be fully assimilated.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: iamthebest22 on April 26, 2015, 11:22:14 AM
I can wait, look forward to trying out the new awesome droids !
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: thefinn on April 26, 2015, 11:45:18 AM
I can wait, look forward to trying out the new awesome droids !

Yeah I need someone to clean the toilets.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Aarkreinsil on April 26, 2015, 08:51:49 PM
Thanks for nudging me at your mod in my request thread xD
Your mod title made it Sound like a turret compilation, so all the great industrial stuff went completely under my radar.
The drills, the offworld crafting thing, it's just perfect.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Yas on April 27, 2015, 12:06:22 PM
Hey Mipen,

thx for getting modular :P ... loving it. Now I got another stupid request for to bug u- sorry.

Would it be possible to describe a bit what ur moduls include? Like

MD2Core: Needed for all
MD2Droids: Adds all droids and related stuff like workbenches, materials and so on. (Okay, droids quite obvious)
MD2Industry: Adds... stuff (just what? Is coal belonging to industry? Or extractors? Whats clay? Clay? Huuh?)

Cause I got a bit confused looking for my beloved Fissure generators and ore extractors. Are they industry? Or maybe manufactoring?

Get what I mean? :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Aarkreinsil on April 27, 2015, 03:14:53 PM
There's only one or two things I need in this mod to make it perfect for all my needs xD

The first one would be weapon/armor crafting, maybe tied in to the orbital crafting stuff. Right now I don't really have that much use for the orbital assembly lines, since they don't really add anything new. Just adding the vanilla gun/armor recipes would help a ton.

The second one would be trader calling. Maybe via the orbital control stuff as well. So you can basically summon a particular trader, which might take some time/resources or just draw a huge amount of power while the nav beacon is active.

I know the trader thing might be out of scope, but I'd really love to see some weapon crafting, maybe even including some kind of stun weaponry that can be fitted to turrets as well.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Idlemind79 on April 27, 2015, 10:37:27 PM
What do we want?
Droids!
When do we want them?
N... as soon as possible please.. :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: pktongrimworld on April 28, 2015, 01:55:11 AM
DROOOOOOOOOIIIIDS!

=D

*not playing till things modded..


....is sad that thats the case for this game lol
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: LittleGreenStone on April 29, 2015, 12:54:00 AM
Of course! The best part isn't updated yet!
I'm a saaad stone. But a patient one.
See my moss? It's the result of tears and patience...
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: buder5 on April 29, 2015, 05:04:40 PM
i realy cant wait for that droid i allway liked that can i suggest something or know your though ?about why not make them incap when they die ? or a way to repair them
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Idlemind79 on May 01, 2015, 12:34:08 PM
i realy cant wait for that droid i allway liked that can i suggest something or know your though ?about why not make them incap when they die ? or a way to repair them

That'd be awesome, there still should be a chance they go critical but having a bunch of broken droids to fix after a battle would be fun.. could even have it's own workstation.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: spouwn08 on May 02, 2015, 12:53:24 PM
After all the research I have not Droid asamdle? :-[
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: skullywag on May 02, 2015, 12:54:23 PM
droids arent ready yet, yull have to wait for Mipen to update the mod.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: spouwn08 on May 02, 2015, 09:59:04 PM
thanks
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: Neraluz on May 02, 2015, 10:58:46 PM
Looks like the research for all modules is packaged with the fortifications module.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 11 - Alpha 10)
Post by: mipen on May 03, 2015, 09:08:32 PM
Looks like the research for all modules is packaged with the fortifications module.
Ach, copy and paste error :( Fixed now, thanks
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 03, 2015, 09:12:20 PM
Finally finished updating droids! :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 03, 2015, 10:27:32 PM
you're really cool , thank you
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Dante King on May 03, 2015, 10:35:54 PM
ENSLAVEMENT OF HUMANITY STARTS NOW!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: iamthebest22 on May 03, 2015, 11:04:08 PM
Trying it and I'm loving it! THough I can't figure out which table builds the charging pad for the droids?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: NihilRex on May 04, 2015, 12:36:00 AM
Trying it and I'm loving it! THough I can't figure out which table builds the charging pad for the droids?

Last version, Charging pads were in the Architect\Misc section, where the sunlamp is.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: thefinn on May 04, 2015, 12:49:37 AM
Wish this worked with Superior Crafting :\
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 04, 2015, 01:36:10 AM
it still dont work. I instal droid asamblei and she is gone
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Ninefinger on May 04, 2015, 01:54:06 AM
Wish this worked with Superior Crafting :\
I have made it work with superior crafting with my Ultimate Overhaul Modpack! Just updated it now :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 04, 2015, 01:57:33 AM
it still dont work. I instal droid asamblei and she is gone
Have you completed the research? It will be in the Production menu, and the droid charger is in the Misc section
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 04, 2015, 02:00:24 AM
yes I did. vvse open. When I put a table , a point behind it is working at the desk . I built it and it disappears
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Ninefinger on May 04, 2015, 02:06:02 AM
Thanks for making the droids again, this has been immediately uploaded to my Ultimate Overhaul Modpack!, works 100% fully tested after i made my compatibility changes!!!

You Rock!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 04, 2015, 02:07:52 AM
It may be due to other third-party mods ?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: thefinn on May 04, 2015, 02:12:58 AM
Wish this worked with Superior Crafting :\

Actually, I think it does. But my colony died before I could test ;)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 04, 2015, 02:14:42 AM
on version 9 I played with these modes and there was no conflict
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: hank4 on May 04, 2015, 03:33:50 AM
Ура. Наконец-то.  :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 04, 2015, 05:00:51 AM
yes I did. vvse open. When I put a table , a point behind it is working at the desk . I built it and it disappears
I'm not sure I understand, what exactly is the problem you are having? The table is disappearing?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: LilleJohn on May 04, 2015, 05:22:08 AM
Umm... how to install The Mod?

Noob here :/
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: FireRat on May 04, 2015, 05:44:28 AM
Do I have to trade for coal? Or can I mine it??

Also what is the point of the deep storage things? They only hold one item just lots of it?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 04, 2015, 06:52:10 AM
Umm... how to install The Mod?

Noob here :/
It's the same process as any other mod, just download the modules you want to use and activate them, however you must make sure that the MD2Base module is loaded first, so for the I recommend using something like EdB's Mod Order mod (search the forums for it, it is incredibly useful!) if you need any more help with installing, there is a forum post (https://ludeon.com/forums/index.php?topic=6223.0) that explains it well :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 04, 2015, 07:00:12 AM
Do I have to trade for coal? Or can I mine it??

Also what is the point of the deep storage things? They only hold one item just lots of it?

You can trade for coal or use an Ore Extractor to mine it. Alternatively, you can make charcoal at an electric smelter by burning wood; charcoal can be used in place of coal. I will be adding coal ore that generates in the world in a little while.

Yup that's what they do :) It saves on floor space, imagine that you have twenty stacks of an item, each at 75, thats a total of 1500 of that item. If you were to store it all on the floor, it would take up 20 spaces, but with a deep storage unit it will only take two spaces (the size of the storage unit itself)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Dregod on May 04, 2015, 07:48:59 AM
These are definatly the droids im looking for, Thanks mipen! You're a gentlemen and a scholar
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: spouwn08 on May 04, 2015, 12:24:15 PM
all done! reinstal ::)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: LittleGreenStone on May 04, 2015, 07:30:19 PM
I've noticed mining, crafting, cooking and growing droids can repair and construct as well. Is it a bug, intended feature or conflicts with another other mod I use?

Also, is there a way to repair damaged droids?

Thank you, love them little tin-cans roaming around!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 04, 2015, 10:54:57 PM
I've noticed mining, crafting, cooking and growing droids can repair and construct as well. Is it a bug, intended feature or conflicts with another other mod I use?

Also, is there a way to repair damaged droids?

Thank you, love them little tin-cans roaming around!
It's a bug that can't be fixed because of how the game handles who can do what. They won't automatically go do those jobs though, but yes you can prioritise them to do it (unfortunately) they regenerate slowly on their own for now, later on I will figure out a repair system for them
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: FireRat on May 05, 2015, 04:52:05 AM
I can not build the Control Console. The resources required to build it show up but no texture and I can't place it.

https://www.dropbox.com/s/a9ol3r1ih0t8hfi/problem.png?dl=0
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: hank4 on May 05, 2015, 04:54:19 AM
where did the power switch with droids?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: LittleGreenStone on May 05, 2015, 06:42:56 AM
I've noticed mining, crafting, cooking and growing droids can repair and construct as well. Is it a bug, intended feature or conflicts with another other mod I use?

Also, is there a way to repair damaged droids?

Thank you, love them little tin-cans roaming around!
It's a bug that can't be fixed because of how the game handles who can do what. They won't automatically go do those jobs though, but yes you can prioritise them to do it (unfortunately) they regenerate slowly on their own for now, later on I will figure out a repair system for them

Sweet. Auto-repair is, in my opinion, a good placeholder for now, at least better than not being able to repair them at all. ^^
And well, this bug of them capable of constructing does not render them useless, it's ignorable.

I love them, my hauler brigade and especially crematorius! You work wonders ^^
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Nimrod on May 05, 2015, 10:21:13 AM
Hey there!

Love your droids!

Say, I noticed droids get better at their job. Is it possible to disable that? (I would like to see them as servants, not the master race :D )
Also, I cant figure out where you set their exact skillpoints in your config files...
I would appreciate the help if you find some time, thanks!

Cheers!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: stranger080 on May 05, 2015, 06:37:52 PM
Is there any way you can post a version with all components combined?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Simulacrum0 on May 05, 2015, 07:04:47 PM
This mod is really cool but droids brake the timetable ui dbug log spams
(Exception doing OnUI imput for layer RimWorld.dialog_Overview: System.NullReferenceException: Objet refrence not set to an instance of an object at RimWorld.OTab Timetables.drawTimeAssigmentRect (Verse.Pawn d. Rect r. int32 Hour) [0x000001 in<filename unknown>:0) base and droids are the only 2 mods i have running so its not a conflict. the game still works but any new colonist don't get added to the timetable.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Searlefm on May 05, 2015, 07:16:24 PM
I can not build the Control Console. The resources required to build it show up but no texture and I can't place it.

https://www.dropbox.com/s/a9ol3r1ih0t8hfi/problem.png?dl=0

yer im having the same problem for some reason.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: thefinn on May 05, 2015, 07:58:47 PM
Heh, I did something weird.

I decided to START with a logistics droid. Unfortunately it completely breaks the timetable for EVERYONE not sure why, you'd probably know better than I would.

Glad to have droids back tho ;)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: LittleGreenStone on May 05, 2015, 10:15:44 PM
Mipen, I think I broke one of your mods... ^^

I was trying to make DSUs work with Superior Crafting, so I replaced the materials requirement -it worked. Then I noticed I can't stack foods (actually, why?) and so I proceeded to replace the categories to
<li>Resources</li>. It did NOT work. Broke my save (happens to me way too often), but upon creating a new colony I noticed I can no longer build DSUs. At all.

So I've replaced the modified def with the original, it worked again, made the same changes and this time it still worked (with a new colony), however now I can build them any time without having to research... o_o
No, I didn't even look at the recipedef thingy, and I don't even know how to open a .dll, I only changed these two values in DSU.xml.

I'm using a bunch of other mods also, including the...mod order mod (whatever its name is); any suggestions in which order I should place these two mods? SC and your core+submods?
 
I started to fear tampering with it any more than that...

Thanks! :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: iamthebest22 on May 06, 2015, 12:53:42 AM
yeah my timetable is bugged too, can't show more than 12 people/droids
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 06, 2015, 07:25:15 AM
I can not build the Control Console. The resources required to build it show up but no texture and I can't place it.

https://www.dropbox.com/s/a9ol3r1ih0t8hfi/problem.png?dl=0

yer im having the same problem for some reason.
Is it a fresh install of the mod? Do you have any mods which change construction or anything like that? I've tested it on my computer and it seems to work fine for me
 
yeah my timetable is bugged too, can't show more than 12 people/droids
Sounds like I forgot something when updating to the new alpha, I'll take a look at it tomorrow, thanks for letting me know!
Mipen, I think I broke one of your mods... ^^

I was trying to make DSUs work with Superior Crafting, so I replaced the materials requirement -it worked. Then I noticed I can't stack foods (actually, why?) and so I proceeded to replace the categories to
<li>Resources</li>. It did NOT work. Broke my save (happens to me way too often), but upon creating a new colony I noticed I can no longer build DSUs. At all.

So I've replaced the modified def with the original, it worked again, made the same changes and this time it still worked (with a new colony), however now I can build them any time without having to research... o_o
No, I didn't even look at the recipedef thingy, and I don't even know how to open a .dll, I only changed these two values in DSU.xml.

I'm using a bunch of other mods also, including the...mod order mod (whatever its name is); any suggestions in which order I should place these two mods? SC and your core+submods?
 
I started to fear tampering with it any more than that...

Thanks! :)
Hey there, unfortunately I haven't looked at superior crafting much so I don't know what it changes or how I could make it compatible. I might have to take a look at it if enough people are hoping for a compatibility patch. There is a modpack out there that has got md2 and Sc working together, that might be a good place to look for ideas, but other than that I don't know if I can help you much D: if you are looking to get the dsu back to working normally, you need to delete the MD2Storage folder and redownload it
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 06, 2015, 07:33:07 AM
where did the power switch with droids?
I disabled it in the update, the way I had implemented it didn't work at all well and caused problems so I need to rework it
Hey there!

Love your droids!

Say, I noticed droids get better at their job. Is it possible to disable that? (I would like to see them as servants, not the master race :D )
Also, I cant figure out where you set their exact skillpoints in your config files...
I would appreciate the help if you find some time, thanks!

Cheers!
They start off with a level of 15 and a burning passion, I figured if you're programming a robot to do your work for you, you may as well program it to be exceptional and love it :P I can't actually remember if I included that in the config files out not haha, I'll take a look and add it in if I haven't

These are definatly the droids im looking for, Thanks mipen! You're a gentlemen and a scholar
You're welcome, and thanks! :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Cappy on May 06, 2015, 04:52:21 PM
Whenever I try to make the mechanical droid table it uses the 200 steel and dissapears
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: LittleGreenStone on May 06, 2015, 11:57:28 PM
Hey there, unfortunately I haven't looked at superior crafting much so I don't know what it changes or how I could make it compatible. I might have to take a look at it if enough people are hoping for a compatibility patch. There is a modpack out there that has got md2 and Sc working together, that might be a good place to look for ideas, but other than that I don't know if I can help you much D: if you are looking to get the dsu back to working normally, you need to delete the MD2Storage folder and redownload it

They are compatible, at least the parts I play with (DSU, robots and fortification), for the sake of gameplay I only had to change the materials needed for the assets these offer.
DSU was working without problems as well, that is, until I started to play with its .xml. Again, broke my saves and no longer needs research, but it still works! ^^

Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: mipen on May 07, 2015, 03:09:22 AM
Whenever I try to make the mechanical droid table it uses the 200 steel and dissapears
I just tested it and it works fine for me. Do you have any mods which could be interfering with this? Maybe try restarting your game as well. As far as I can tell it isn't a problem with MD2 in particular
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 12 - Return of the Droids)
Post by: Nimrod on May 07, 2015, 12:12:22 PM

They start off with a level of 15 and a burning passion, I figured if you're programming a robot to do your work for you, you may as well program it to be exceptional and love it :P I can't actually remember if I included that in the config files out not haha, I'll take a look and add it in if I haven't


Thanks! It would be great if one could set those values in an xml - and disable their ability to get better at their jobs. :)

cheers, mate!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Simulacrum0 on May 07, 2015, 04:10:19 PM
now that i have played with droids i cant play with out them Great work. did Ninefinger ever get to telling you droids are braking Pawn State Icons? i don't think he will put it back in his mod pack till that's fixed.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: buder5 on May 07, 2015, 05:52:12 PM
i have suggestion can you make the pile of sand into regular sand ? so i can use with some other stuff unless that sand is from another mod if yes nvm that post (but tell me i will delet that post right after if u want )
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Mechanoid Hivemind on May 08, 2015, 12:30:45 AM
New save needed for just the droids?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: millenium on May 08, 2015, 10:36:38 PM
im getting an infinite loop whenever a droid takes damage
just thing has taken critical damage. over and over
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: mipen on May 09, 2015, 12:16:01 AM
New save needed for just the droids?
I don't think so :)

im getting an infinite loop whenever a droid takes damage
just thing has taken critical damage. over and over
Oh, that sounds bad! :P I'll take a look into it
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: millenium on May 09, 2015, 12:49:06 AM
i closed the game when this happened before i got an error report next time it happens ill make sure to grab it before i close out. could be an incompatibility with another mod. have alot of them.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Nimrod on May 09, 2015, 01:13:01 AM
New save needed for just the droids?
I don't think so :)

im getting an infinite loop whenever a droid takes damage
just thing has taken critical damage. over and over
Oh, that sounds bad! :P I'll take a look into it

While you are at it, about those config files ... :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: mipen on May 09, 2015, 06:49:54 AM
New save needed for just the droids?
I don't think so :)

im getting an infinite loop whenever a droid takes damage
just thing has taken critical damage. over and over
Oh, that sounds bad! :P I'll take a look into it

While you are at it, about those config files ... :D
For the droids? I implemented those in the last patch, you can now change the starting level and passion for the skills (the number you set will apply to all of that droids skills)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Nimrod on May 09, 2015, 07:29:53 AM

For the droids? I implemented those in the last patch, you can now change the starting level and passion for the skills (the number you set will apply to all of that droids skills)

You, Sir, are a gentleman and a scholar. Thank you.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Galleg on May 09, 2015, 09:37:49 AM
Those droids are stealing all the jobs of my colonists!! How will they provide?!

No, really, VERY nice mod.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: millenium on May 09, 2015, 12:53:25 PM
also a note on the offworld construction satellite. i love the idea very similar to something i read in a book once but i find that it hangs up on itself alot when i know i have the right materials in my stores for what can be considered the final product. the way you implemented this feature is great because it stops me from just saying craft everything i need but it also has the issue above. considering the size of the control console i would like to forward the idea of that being the actual crafter with resource management being as it is now. just have it only able to handle one recipe at a time so you have to have multiple auto crafting stations for each item. you would also have to drastically increase the power draw.

on the note of power draw i automated this but i would like to know if the coal furnaces turn off when output exceeds battery capacity and power draw.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: FireRat on May 09, 2015, 06:15:18 PM
I just tried to play a new colony with only your mods active and the Control Console still does not work. Says MD2ManufactoringControlCosole has Null thingclass and its thingclass is not thingwithcomps
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: MechanoidHater on May 10, 2015, 04:37:04 AM
The only thing I dislike about this mod is that I cant repair/heal my droids.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Th2 on May 10, 2015, 05:08:28 AM
So I can't build an assembly line with the Manufacturing plant no matter how much I press the button, rendering the whole thing entirely useless...
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: mipen on May 10, 2015, 05:56:29 AM
I just tried to play a new colony with only your mods active and the Control Console still does not work. Says MD2ManufactoringControlCosole has Null thingclass and its thingclass is not thingwithcomps

I've tested it and it works for me, are you using a fresh install and the right version? Is there any more information you could give me?

So I can't build an assembly line with the Manufacturing plant no matter how much I press the button, rendering the whole thing entirely useless...
Are there any error messages or anything? Does anything come up?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: mveldth on May 10, 2015, 06:21:05 AM
I updated from MD2Base-6 to MD2Base-7, and when I try to load my saved game, the frames are no longer cleared between draws, no tiles are drawn and my debug log is filled with:

System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SquadAI.Brain.SquadBrainTick().

I've reduced this down to only the update from Base-6 to Base-7, without changing other mods. I've made sure that MD2Base is in the same position load order-wise. The errors only start when loading a save, the main menu comes up fine.

Starting a new save is also fine, it's just that my current world doesn't want to load...
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: LegendZero88 on May 10, 2015, 07:13:11 AM
I also have porblems when i create new world with your mod updated i will receive a bunch of error.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: millenium on May 11, 2015, 01:09:00 AM
welp still having issues with droid rereplaced the file for them. now their spawning as the old coal texture and their  recognized as droid spawner but they don't spawn droids.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: diskincluded on May 11, 2015, 02:36:05 AM
So I can't build an assembly line with the Manufacturing plant no matter how much I press the button, rendering the whole thing entirely useless...
Are there any error messages or anything? Does anything come up?

I'm also having this problem. I'm running the edb mod order mod, and MD2. Here's a screenshot of the debug log.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Th2 on May 11, 2015, 03:34:16 AM
Quote
Quote from: mipen on May 10, 2015, 05:56:29 AM
Quote from: Th2 on May 10, 2015, 05:08:28 AM
So I can't build an assembly line with the Manufacturing plant no matter how much I press the button, rendering the whole thing entirely useless...
Are there any error messages or anything? Does anything come up?
Nope, I spam press the button and nothing happens, however I'm running heaps of mods, so that that might hurt it...
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: Devdisigdu on May 11, 2015, 05:39:14 AM
So I can't build an assembly line with the Manufacturing plant no matter how much I press the button, rendering the whole thing entirely useless...
Are there any error messages or anything? Does anything come up?

I'm also having this problem. I'm running the edb mod order mod, and MD2. Here's a screenshot of the debug log.

I can confirm that I also get errors with the Assembly lines. I even created a new world and colony to test with. Same thing.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: millenium on May 11, 2015, 05:24:30 PM
its funny before the timetable fix this didnt happen.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: mipen on May 11, 2015, 06:31:26 PM
Okay, I know what is causing the problems with the manufacturing, I forgot to move some files around :L I'll upload a fix soon as I get home. The droids I think have a similar problem, I will have to test a couple of things to see what went wrong
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: cron0 on May 11, 2015, 07:27:14 PM
I seem to have found two issues with Droids:

1) My droids never repair structures by themselves. Even if their timetables have Repairing set as top priority they will always to something else or idle. I can however instruct them to repair a structure manually. (tried with Mining, Crafting and Builder droids which all have constructing/repairing capabilities in their timetables)

2) My crafting droids will not go work on Smithing Bench jobs automatically. Instructing them to work on a smithing bench they will work for a while and them go do something else - they never come back to finish the job. They will however go do Stonecutting, Smelting and Machining jobs automatically if any of those are needed. Tested by suspending everything except for my smithing benches and my crafting droids were wandering around doing nothing. They all have smithing set to 1 in their timetables.

Hope this can get fixed :-)

Thanks for the great mod!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: mipen on May 11, 2015, 10:19:42 PM
Fixed the problems with droids and manufacturing plant, the problem was that I simple forgot to copy over a def that I was moving around >.<

I seem to have found two issues with Droids:

1) My droids never repair structures by themselves. Even if their timetables have Repairing set as top priority they will always to something else or idle. I can however instruct them to repair a structure manually. (tried with Mining, Crafting and Builder droids which all have constructing/repairing capabilities in their timetables)

2) My crafting droids will not go work on Smithing Bench jobs automatically. Instructing them to work on a smithing bench they will work for a while and them go do something else - they never come back to finish the job. They will however go do Stonecutting, Smelting and Machining jobs automatically if any of those are needed. Tested by suspending everything except for my smithing benches and my crafting droids were wandering around doing nothing. They all have smithing set to 1 in their timetables.

Hope this can get fixed :-)

Thanks for the great mod!
Thanks for letting me know!
1) I just tried and builder droids will construct/repair according to their work settings. I tested by building a wall, and using dev tools to damage parts as they are built. The droid would build, and when something was damaged it went straight to it. When you were testing, did you have any other colonists taking the jobs? Any droids who aren't builders will never search to build or repair anything, I just can't disable those from the work settings because of how the game works.
2) Crafting droids will do smithing jobs now, I didn't realise they were separated out into different work from crafting.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 13 - Droid timetable fix)
Post by: diskincluded on May 11, 2015, 10:42:24 PM
Okay, I know what is causing the problems with the manufacturing, I forgot to move some files around :L I'll upload a fix soon as I get home. The droids I think have a similar problem, I will have to test a couple of things to see what went wrong

Great, thankyou :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: theubie on May 11, 2015, 11:33:41 PM
Fixed the problems with droids and manufacturing plant, the problem was that I simple forgot to copy over a def that I was moving around >.<

I seem to have found two issues with Droids:

1) My droids never repair structures by themselves. Even if their timetables have Repairing set as top priority they will always to something else or idle. I can however instruct them to repair a structure manually. (tried with Mining, Crafting and Builder droids which all have constructing/repairing capabilities in their timetables)

2) My crafting droids will not go work on Smithing Bench jobs automatically. Instructing them to work on a smithing bench they will work for a while and them go do something else - they never come back to finish the job. They will however go do Stonecutting, Smelting and Machining jobs automatically if any of those are needed. Tested by suspending everything except for my smithing benches and my crafting droids were wandering around doing nothing. They all have smithing set to 1 in their timetables.

Hope this can get fixed :-)

Thanks for the great mod!
Thanks for letting me know!
1) I just tried and builder droids will construct/repair according to their work settings. I tested by building a wall, and using dev tools to damage parts as they are built. The droid would build, and when something was damaged it went straight to it. When you were testing, did you have any other colonists taking the jobs? Any droids who aren't builders will never search to build or repair anything, I just can't disable those from the work settings because of how the game works.
2) Crafting droids will do smithing jobs now, I didn't realise they were separated out into different work from crafting.

You also applied this fix for tailoring as well, correct?  (has the same symptoms, so I assume it's a similar fix.)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 12, 2015, 01:26:41 AM
Say, Mipen, droids have a lv15(?) skill, and they have a 1.5 multiplier for the certain works they are built for, if I'm not mistaken.
I've noticed I cannot open the info tab of droids and see how much they have improved. The reason I wanted to do that is because I might have also noticed droids losing xp and de-leveling, if there's no task to perform. At least my medical droid's skill appeared to be 15 at first, then only 14. I will do a more thorough test soon, if you'd like the results.

Anyway, is it intended, us being unable to see the droids' skills?

Thank you.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Ninefinger on May 12, 2015, 03:01:45 AM
i would just like to add that i really like the fact that droids can not train there skills up since they already come with a high skill level, the way i see it is, you build a high efficient machine that eventually wears down and needs to be replaced, its a nice unintended balance feature. :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: makaru on May 12, 2015, 05:03:06 AM
You also applied this fix for tailoring as well, correct?  (has the same symptoms, so I assume it's a similar fix.)

I just tested this latest release and it doesn't appear to resolve the same issue for tailoring.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 12, 2015, 01:09:10 PM
Bug report: My cooking droid and growing droid can build/repair. I don't think this should be in that way (and in xml files i don't see <construction> as allowed for this droids).
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: delous on May 12, 2015, 06:26:39 PM
I love your mod but ive started running into some hiccups.
My bots dont heal. They dont heal themselves or use med beds but what ive seen start happening is a few of my bots have started this endless loop where they want to use the bed but they arent allowed so they freeze in place kind of blinking trying to do it over and over but not performing any other tasks. Maybe you can let them use the med beds at least until you find a diff way to heal them?
Is it possible to make a warden bot or give the warden ability to the medic? Also do you recommend any weapon crafting mods that is compatible with yours?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: BMS on May 12, 2015, 06:43:34 PM
https://ludeon.com/forums/index.php?topic=7179.0 - bruns security co seems to be the one i ended up with to craft weapons and medical kits woot! Also having issues with smithing tailoring etc but trying rel 14 now - the droid did eventually pick up the job at the medical table and make med kits for me was strange it took so long for him to "find" the bill.

-update i noticed i cant send my humans that can craft to craft at the medical table (right click priority make med kit) so either there is a skill req not reflected in the UI or the med kit is broke - however my droid DID create med kits one round.  Also my droid seems to have no problem making 4 assault rifles in a row with bruns security and works great with magic tech https://ludeon.com/forums/index.php?topic=12783.0
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: delous on May 12, 2015, 08:28:55 PM
Thank you BMS
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Cdr.Keen on May 13, 2015, 12:19:39 PM
maybe someone answered it yet, but how to get sand on a map without sand? or how to craft silicon without sand?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: TimTumm on May 13, 2015, 12:21:18 PM
I can answer that.  The stonecutter bench can make sand out of any rock.

Now, my own question:

How do you repair your droids?  I had some deer crack some droids up.  The droids are walking around fine, but I am annoyed by the message that says "colonist needs treatment" and want to get rid of it.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 14, 2015, 04:33:49 AM
I can answer that.  The stonecutter bench can make sand out of any rock.

Now, my own question:

How do you repair your droids?  I had some deer crack some droids up.  The droids are walking around fine, but I am annoyed by the message that says "colonist needs treatment" and want to get rid of it.

You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 14, 2015, 07:13:37 AM
You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^

Better just heal them by the developer mode ^^
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 14, 2015, 10:49:58 AM
You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^

Better just heal them by the developer mode ^^

That'd be cheating!

                                                                                                 ...how? ^^
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 14, 2015, 11:41:06 AM
You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^

Better just heal them by the developer mode ^^

That'd be cheating!

                                                                                                 ...how? ^^

This wouldn't be cheating, cus this don't my fault that droids don't heal.

How? First, you must select "developer mode" in options, then..... Shit.... I don't know how to explain this... Anyway when you find the "good one" page, then select "apply damage", then "restore body part", then choose torso - all wounds will be healed!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: BMS on May 14, 2015, 09:42:54 PM
Droid doesnt eat sleep need bedrooms get sick care about space temperature people being sold as slaves or death start with 14 skill - your already cheating ;)  I would like to see something like the hive mind from the apothecary mod or the PAL system from the more mech mod where they depended on something - this is by far my favorite mod but every colony ends the same - IF i can make it to researching droids - i get rich and my guys end up making art for the rest of their miserable lives.  While mipen fixes these issues we should be thinking of "the next phase"  something to add a level of danger to the droids, a mental breakdown of sorts.  at the very least they should shut down during solar flare maybe just go nuts and start deconstructing stuff shooting at humans making the wrong item at the table - maybe add a "mechanical" skill like smithing tailoring but for droids and they wear out like clothing if you dont take care of them - maybe drop the charge pad and have them consume batteries so you have to keep building something to keep them running - maybe....?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Dragoon on May 15, 2015, 01:36:36 AM
at the very least they should shut down during solar flare maybe just go nuts and start deconstructing stuff shooting at humans making the wrong item at the table - maybe add a "mechanical" skill like smithing tailoring but for droids and they wear out like clothing if you dont take care of them - maybe drop the charge pad and have them consume batteries so you have to keep building something to keep them running - maybe....?

"they should shut down during solar flare maybe just go nuts and start deconstructing stuff shooting at humans making the wrong item at the table "
1.That is a terrible idea way to much risk of the storyteller screwing you over and pawns doing something wrong we have all seen how the pawns are.

"maybe add a "mechanical" skill like smithing tailoring but for droids and they wear out like clothing if you don't take care of them"
2.That seems highly unnecessary if they will be allowed to get repaired or repair themselves they would just do that already.

"maybe drop the charge pad and have them consume batteries so you have to keep building something to keep them running - maybe....?"
3.Keep building something to keep them running? That seem like something that will backfire horribly (after all they don't always rush back to the pad pawns will be pawns. Humans won't wake up even if they very hungry) and the charge pad seems to be very well balanced.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: BMS on May 15, 2015, 08:39:34 AM
1.That is a terrible idea way to much risk ...

This mod is easy mode I have yet to have a droid blow up from not being charged i would like a tiny bit of challenge.

2.That seems highly unnecessary ...

my crafting droid runs in a tight circle between the indoor stockpile and the table to craft he should require some maint besides being shot and needing repair
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ogre51 on May 15, 2015, 03:36:15 PM
 Hello,
   First off thanks for the neat mod. I have some questions concerning the Droids. Is the only way to repair a Basic Combat Droid to dissemble it?

I have a constant message that one of my colonists needs medical attention, it is the droid. Secondly, the game constantly states I need more beds for the colonists. I do not. I have 4 logistic and 1 combat droid. I assume that the droids are considered a "colonist" as they should be. However they have different rules. For one they work 7/24. I feel they should not be included with bed and medical needs. I am using them not as a replacement for my colonists but as a "guard" and clean/haul duties to free up my colonists to do other stuff.

   The ability to use a work bench, possibly machining or even the actual droid creation bench to repair them is interesting, and the recharge pods could be their "beds". Overall this a very interesting mod and I am still experimenting and learning.

   Another aspect I have noticed of the Combat Droids pathing is that it almost centers itself in the center of my base. I would rather see the option to possibly assign them to an area like my entrance gate. I have attempted to draft him/her/it and place them there and deactivate them but I prefer them to kind of "patrol". Oh well. Having the tin man reside within my kitchen/recreation area does create a wee but of chaos when everyone decides to utilize those areas ;D

  Ogre
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Jaredmatt200 on May 15, 2015, 05:00:42 PM
Im surprised many have had the mod work out of most the mods Ive used till the update that I downloaded this mod wont work at all, everytime I try to build any building within this mod it would go under construction then when construction was complete the object would then just disappear and take the materials with it, how would I correct this?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: BMS on May 16, 2015, 12:47:40 AM
Ogre51 - how to repair has been covered with developer mode as we do not have repair bay or some other solution yet (i know 52 pages of posts seems like a big task to tackle but it IS on the same page your post is on).  The bed thing has been around a while - it annoyed at first but now i dont even notice it.  I like your idea of making a "bed" that they can use resolving the repair and the bed issue with the same build.  All my droids idle in the middle of my base ... i build a common room then link 4 bedrooms off of it - the droids dont usually path through TWO doors to wander but sometimes they do - if thats the case i just put them in a room together and deactivate them - you usually have plenty of time to activate them if a problem occurs.

Jaredmatt200 - pretty sure your issue is from another mod - i run this mod (with all pieces turned on) magic tech and RT's mods and EPOE  and EdB and i dont have this construction disappear issue. though i do remember reading it somewhere maybe list all your mods?  is this a new world? new colony?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: bigmap on May 16, 2015, 05:40:00 AM
After build Fissure Generator, save and load,Have error。



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 16, 2015, 10:25:13 AM
Im surprised many have had the mod work out of most the mods Ive used till the update that I downloaded this mod wont work at all, everytime I try to build any building within this mod it would go under construction then when construction was complete the object would then just disappear and take the materials with it, how would I correct this?

I've had the same issue.
As said, it is a conflict with another mod (combat realism is my main suspect, though I could be wrong).
I have no idea how I fixed it, but it'd help a lot if you posted a screenshot of the error it pops up.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 16, 2015, 04:09:36 PM
Droid doesnt eat sleep need bedrooms get sick care about space temperature people being sold as slaves or death start with 14 skill - your already cheating ;)

Maybe they don't sleep and eat but they need power (1000w per droid when they "sleeping"), maybe they don't get sick bu they explode when die (and maybe kill someone), actually my colonists don't care too about slaves/deaths :D And maybe they have 14 skill on start but they can do only one type of job. So they are useless by half of the time and they killing FPS.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: BMS on May 17, 2015, 08:56:26 AM
So they are useless by half of the time and they killing FPS.

True story, since alpha 10 ive had to cut back on the number of droids i use. 
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: deadlydullahan on May 17, 2015, 10:17:47 AM
Hey Nine wanted to ask to see if you're having issues with the crafting droid not making electronic chips at the powered smithing table automatically. I can get him to prioritize making them and then he makes them once and then goes back to being idle. not sure if this is an issue on my part or not, nothing else is being crafted he just wanders around idle after everything else hits quota

The droids not crafting is a droid mod issue, you will have to post the bug at the Original mod forum.

I will look into seeing what i can do on my end to fix it but no promises.

Potential bug

Edit: Same thing is happening at the tailor workbench with parkas
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 18, 2015, 08:14:41 AM
Hello. I have a issue with the droid assembly table. When im trying to build it its goin to disappear... Here some pictures

First : (http://puu.sh/hRGRa/645078c75a.jpg)
Second : (http://puu.sh/hRGT4/62e2156ea7.jpg)
Third : (http://puu.sh/hRGTt/8df81ac9c6.jpg)

What do you guys think?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 18, 2015, 08:18:48 AM
Hello. I have a issue with the droid assembly table. When im trying to build it its goin to disappear... Here some pictures

What do you guys think?

I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 18, 2015, 08:41:39 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 18, 2015, 08:52:21 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 18, 2015, 08:59:58 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.

lol i know right? everyone goes to the options first but i go to the create new world and new colony option and spend my time at creating characters :P never needed the options anyway maybe gettin the volume down or something but really not needed :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: LittleGreenStone on May 18, 2015, 09:06:26 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.

lol i know right? everyone goes to the options first but i go to the create new world and new colony option and spend my time at creating characters :P never needed the options anyway maybe gettin the volume down or something but really not needed :D

Okay, for some reason I'm laughing my ass off here... ^^
Anyway...! Open the options menu, enable development mode, make a droid and it should pop up a window with some unintelligible red text. Click on the last one (possibly it'll be the right one), re-size the window so you(and we) can see the whole message, take a screenshot of it and upload it here, so someone might be able to help you.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 18, 2015, 09:09:07 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.

lol i know right? everyone goes to the options first but i go to the create new world and new colony option and spend my time at creating characters :P never needed the options anyway maybe gettin the volume down or something but really not needed :D

Okay, for some reason I'm laughing my ass off here... ^^
Anyway...! Open the options menu, enable development mode, make a droid and it should pop up a window with some unintelligible red text. Click on the last one (possibly it'll be the right one), re-size the window so you(and we) can see the whole message, take a screenshot of it and upload it here, so someone might be able to help you.

I think the easier option will be just activating the dev mode, then god mode, then creating a bench and then creating a droid - error will pop-up by self.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 18, 2015, 09:24:27 AM
Quote
I can say what I've said before; I had the same issue, I've managed to overcome it, however I don't remember how. If you could enable dev mode and post a screenshot of the error it pops, I *might* be able to help.
Or others. But without it? Slim chance anyone could.

i dont know how to open dev mode (i just started 1 or 2 month ago)

Lol (i don't like this word, but i don't know better for describe this :D), how anyone can play 2 month and didn't see a "Developer mode" option? :D When i played for first time, first off i went to options.

lol i know right? everyone goes to the options first but i go to the create new world and new colony option and spend my time at creating characters :P never needed the options anyway maybe gettin the volume down or something but really not needed :D

Okay, for some reason I'm laughing my ass off here... ^^
Anyway...! Open the options menu, enable development mode, make a droid and it should pop up a window with some unintelligible red text. Click on the last one (possibly it'll be the right one), re-size the window so you(and we) can see the whole message, take a screenshot of it and upload it here, so someone might be able to help you.

I think the easier option will be just activating the dev mode, then god mode, then creating a bench and then creating a droid - error will pop-up by self.

if thats you are looking for then we got a problem because there is lots of red texts goin on

(http://puu.sh/hRKdX/c8f7e827f5.png)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Adamiks on May 18, 2015, 09:28:57 AM
Go to folder with Rimworld, then to "RimWorld785Win/Mac/Linux_Data" and there is a file named "output_log". This file cointains all the errors. You can send this file by attaching it to the post or write "[.code] HERE IS EVERYTHING FROM FILE [./code]", without "."
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 18, 2015, 09:33:00 AM
The following error or errors occurred while posting this message :
The message exceeds the maximum allowed lenght (20000 characters). well okay then here is the pastebin link hope that helps :P

http://pastebin.com/whqMSbeW
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: Ienkoron on May 18, 2015, 12:20:39 PM
These Droids are looking for trouble.... XD
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: Axeleration on May 19, 2015, 12:28:27 PM
Just asking, can this be run only with MD2Base-8 and MD2Droids-6 modules, because when I try it this way it I cant build droid assembly. It shows "? 150 (unchosen material)", plus i cannot unselect the building aka basically game is basically frozen.

I can run and build fine when I load SCA10Core ( Superior Crafting) between base and droids or use overhaul, but is there any way I could only use droids?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: ArmyHeLL07 on May 19, 2015, 03:20:04 PM
Just asking, can this be run only with MD2Base-8 and MD2Droids-6 modules, because when I try it this way it I cant build droid assembly. It shows "? 150 (unchosen material)", plus i cannot unselect the building aka basically game is basically frozen.

I can run and build fine when I load SCA10Core ( Superior Crafting) between base and droids or use overhaul, but is there any way I could only use droids?

i dont know anything about that error but i just cant build droid assembly table (maybe the same thing?)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: mipen on May 19, 2015, 10:59:02 PM
Bug report: My cooking droid and growing droid can build/repair. I don't think this should be in that way (and in xml files i don't see <construction> as allowed for this droids).
This is because of how the game determines what work a pawn can do from their backstories. There's no way to fix it at the moment, but the droids won't automatically do those jobs if they aren't supposed to.

I love your mod but ive started running into some hiccups.
My bots dont heal. They dont heal themselves or use med beds but what ive seen start happening is a few of my bots have started this endless loop where they want to use the bed but they arent allowed so they freeze in place kind of blinking trying to do it over and over but not performing any other tasks. Maybe you can let them use the med beds at least until you find a diff way to heal them?
Is it possible to make a warden bot or give the warden ability to the medic? Also do you recommend any weapon crafting mods that is compatible with yours?
Droids fully heal an injury every 12,000 ticks, which is around half a day. I really need to work on a way to repair them, but it will be a huge job and I'm slightly putting it off D: Is there any way to repeat this bug? I've never seen it happening in any of my tests.

Im surprised many have had the mod work out of most the mods Ive used till the update that I downloaded this mod wont work at all, everytime I try to build any building within this mod it would go under construction then when construction was complete the object would then just disappear and take the materials with it, how would I correct this?
When this happens, do you have any other mods activated? There is a compatibility issue with Superior Crafting that I haven't had time to look at yet, which could be causing the problem. On my test game I've never had a problem with buildings not being constructed.

After build Fissure Generator, save and load,Have error。
Thanks for the heads up, I've fixed the issue in the latest release :)

So they are useless by half of the time and they killing FPS.

True story, since alpha 10 ive had to cut back on the number of droids i use.
There is an FPS drop with a lot of droids? D:

Hey Nine wanted to ask to see if you're having issues with the crafting droid not making electronic chips at the powered smithing table automatically. I can get him to prioritize making them and then he makes them once and then goes back to being idle. not sure if this is an issue on my part or not, nothing else is being crafted he just wanders around idle after everything else hits quota

The droids not crafting is a droid mod issue, you will have to post the bug at the Original mod forum.

I will look into seeing what i can do on my end to fix it but no promises.

Potential bug

Edit: Same thing is happening at the tailor workbench with parkas
Thanks for letting me know, looks like a couple of things changed with the new Alpha. I've fixed the smithing in the new release but accidentally left out tailoring. I've let NineFingers know how to fix it and tailoring will be included in the next realease. Thanks :)

Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: mipen on May 19, 2015, 11:12:09 PM
The following error or errors occurred while posting this message :
The message exceeds the maximum allowed lenght (20000 characters). well okay then here is the pastebin link hope that helps :P

http://pastebin.com/whqMSbeW
From the output log, it looks like the game isn't loading any of the assemblies from my mods. Are you using windows? I really don't know what could be causing this :(

Just asking, can this be run only with MD2Base-8 and MD2Droids-6 modules, because when I try it this way it I cant build droid assembly. It shows "? 150 (unchosen material)", plus i cannot unselect the building aka basically game is basically frozen.

I can run and build fine when I load SCA10Core ( Superior Crafting) between base and droids or use overhaul, but is there any way I could only use droids?

There is an incompatibility between Superior Crafting and MD2 at the moment which could be causing the problems
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 14 - Droid + Manufacturing fixes)
Post by: ArmyHeLL07 on May 20, 2015, 03:10:11 AM
The following error or errors occurred while posting this message :
The message exceeds the maximum allowed lenght (20000 characters). well okay then here is the pastebin link hope that helps :P

http://pastebin.com/whqMSbeW
From the output log, it looks like the game isn't loading any of the assemblies from my mods. Are you using windows? I really don't know what could be causing this :(
yes im using windows *.*
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: MechanoidHater on May 21, 2015, 02:29:51 PM
Got this error when trying to place a droid in hospital bed
obDriver threw exception in Tick. Pawn=Hauler 2, Job=LayDown A=HospitalBed846363 C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.JobDriver_LayDown+<MakeNewToils>c__Iterator53.<>m__9F () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: Tycoon2 on May 23, 2015, 09:06:50 PM
Hey Mipen. I am having issues with the mod. I have them downloaded and in my mods folder with the  Core first and the Mech Defense Core first and then other mods as fallows. When I turn on the game I recieve a bunch of XML errors for the mod. These are the only mods oi use and Im using alpha 10 of the game. Please help I am new to downloading mods this way. Steam has spoiled me.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: mipen on May 23, 2015, 10:26:51 PM
Hey Mipen. I am having issues with the mod. I have them downloaded and in my mods folder with the  Core first and the Mech Defense Core first and then other mods as fallows. When I turn on the game I recieve a bunch of XML errors for the mod. These are the only mods oi use and Im using alpha 10 of the game. Please help I am new to downloading mods this way. Steam has spoiled me.
Hi there, your mod order should look like this:

Core
MD2Base
...
<Other modules>
...

Are you using Edb Mod Order? If not, I would highly recommend it as it really makes using mods so much easier. Just remember that Core (the vanilla game part) must always be loaded first
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: mipen on May 23, 2015, 10:27:30 PM
Got this error when trying to place a droid in hospital bed
obDriver threw exception in Tick. Pawn=Hauler 2, Job=LayDown A=HospitalBed846363 C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.JobDriver_LayDown+<MakeNewToils>c__Iterator53.<>m__9F () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Thanks for letting me know, I have fixed it for the latest version
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: Tycoon2 on May 25, 2015, 10:57:29 PM
Hello Again Mipen and thanks for the response. However it is in that exact order. Ill try to attach two screenshots of the load order i have as well and some of the error codes I am getting. Another thing that might be helpful is that I can make the stuff and research things from MD2 however when making them my constructors will build it and it will disappear once built however will still have those spaces still open to having another spot built. Its like it gets deleted once the constructor completes building it And I cannot attach the picture because it is over 600kb. Lame.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: mipen on May 26, 2015, 01:02:39 AM
Hello Again Mipen and thanks for the response. However it is in that exact order. Ill try to attach two screenshots of the load order i have as well and some of the error codes I am getting. Another thing that might be helpful is that I can make the stuff and research things from MD2 however when making them my constructors will build it and it will disappear once built however will still have those spaces still open to having another spot built. Its like it gets deleted once the constructor completes building it And I cannot attach the picture because it is over 600kb. Lame.
Are you using superior crafting by any chance? I've had a lot of reports that sc breaks md2. I would suggest trying to load the game with no mods other than md2 and see if that works
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: Tycoon2 on May 27, 2015, 07:09:16 PM

Are you using superior crafting by any chance? I've had a lot of reports that sc breaks md2. I would suggest trying to load the game with no mods other than md2 and see if that works
[/quote]
No I am not using any other mods with the game. This is the one and only mod I am using for the game so far as I saw Kage848 play with it in his Rimworld lets play on youtube.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 15 - Natural coal + industry fix)
Post by: mipen on May 27, 2015, 08:40:25 PM

Are you using superior crafting by any chance? I've had a lot of reports that sc breaks md2. I would suggest trying to load the game with no mods other than md2 and see if that works

No I am not using any other mods with the game. This is the one and only mod I am using for the game so far as I saw Kage848 play with it in his Rimworld lets play on youtube.
I'm sorry, I really don't know what could be causing this problem :( Try reinstalling everything from a fresh download. And once you have activated all the mods, restart the game before you try playing it. Other than that I don't know what can be done sorry D:
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on May 27, 2015, 08:46:32 PM
Finally released the update that lets you repair droids! Build a Droid Repair Station and give it power. When a droid is damaged, it will go to the repair station to get repairs. To replace a missing body part, the repair station requires that a Repair Station Supplier be built next to it (just like a hopper). Each missing body part will take 10 steel to be replaced. Unfortunately, this update breaks combat droids as you are unable to prioritise them  picking up weapons. The next update will fix this issue.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: deadlydullahan on May 27, 2015, 09:45:49 PM
Question, in Alpha 11 do you have plans in making the droids function a bit more like colonist in which you can replace body parts etc, instead of spending 10 steel to replace a missing body part, you'd need a new droid arm? I know this sounds like a lot of work but it's just a suggestion and it'd be cool to see droid traders appear selling droid parts/upgrades. Of course this suggestion is more of a "in the long wrong" question as I see this mod still has an insane amount of potential and a great modder behind the table  ;D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: Tycoon2 on May 27, 2015, 09:55:07 PM
Hello mipen thanks for the awesome quick responses. Could you send me a personal message with an email or steam account name i can message you and hopefully send you a picture of what I am seeing so you can easily see what i am talking about?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: themightysushicat on May 27, 2015, 10:25:35 PM
I really like the update. I was really annoyed when my droids would be damaged and I couldn't heal them. But that's all better!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: pktongrimworld on May 28, 2015, 12:20:23 AM
new game required for this update?


* I mean, when you fix combat droids that is.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: BMS on May 28, 2015, 08:46:12 PM
not sure about new game - i tried to load it into my existing game and got a load of errors but im using several mods and close to finishing this round so i just rolled back to droid 6 will dig into it more later
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on May 29, 2015, 12:53:48 AM
Question, in Alpha 11 do you have plans in making the droids function a bit more like colonist in which you can replace body parts etc, instead of spending 10 steel to replace a missing body part, you'd need a new droid arm? I know this sounds like a lot of work but it's just a suggestion and it'd be cool to see droid traders appear selling droid parts/upgrades. Of course this suggestion is more of a "in the long wrong" question as I see this mod still has an insane amount of potential and a great modder behind the table  ;D
That's the plan :) I want to have fully upgradeable droids with tonnes of different unique parts you can get to really change how the droids work. I also want to get rid of the different 'types' of droids and let the player build their own types, so you can pick and choose what a droid does and maybe save the designs. Choosing more things would increase build cost/time etc. That's sort of where I want to take the droids, but that's a long term goal, I don't have enough time at the moment :(
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on May 29, 2015, 01:26:17 AM
I really like the update. I was really annoyed when my droids would be damaged and I couldn't heal them. But that's all better!
Thanks! :)

new game required for this update?


* I mean, when you fix combat droids that is.
not sure about new game - i tried to load it into my existing game and got a load of errors but im using several mods and close to finishing this round so i just rolled back to droid 6 will dig into it more later
Yes I believe it will require a fresh game and world unfortunately :(
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: LittleGreenStone on May 29, 2015, 02:05:56 AM

Yes I believe it will require a fresh game and world unfortunately :(

A small price to pay! Finally I don't have to build new ones while sending those damaged to do some blowing-up somewhere it's useful. ^^
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: themightysushicat on May 29, 2015, 03:49:57 PM
Ive had this issue where when I tried to load the game it would not load properly. When I opened dev mode it told me it was due to this mod. I tried to take them out it gave me a black screen. Anybody else have this problem?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: Shtuka on May 29, 2015, 04:19:45 PM
Drones has no dots in task circles and they have an icons issues. Sometimes this issues spreads to the regular colonists. Anyway to fix it?

(http://i.piccy.info/i9/77719656457b3a068fe9e92c5f20e2c9/1432931983/497048/906888/122.jpg)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on May 29, 2015, 08:06:04 PM
Ive had this issue where when I tried to load the game it would not load properly. When I opened dev mode it told me it was due to this mod. I tried to take them out it gave me a black screen. Anybody else have this problem?
Could you give me a little more information on what happened? Are you using any other mods? Could you post your output log for me to look at? I'm afraid I can't do much without more information on the problem you're having
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: MightyGooga on May 29, 2015, 08:43:40 PM
Dude,

Thanks for the awsome mod. I have a simple request: Please add the branch version of the mods in the description of the first post. Ist a pain having to open all of them to see what is what. Can you do that? Thank you. Also. Droids are to cheap to build. And we need more kinds of droids with upgrades.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: iceweasel on May 29, 2015, 10:24:27 PM
Ive had this issue where when I tried to load the game it would not load properly. When I opened dev mode it told me it was due to this mod. I tried to take them out it gave me a black screen. Anybody else have this problem?

I had the same problem. While messing around trying to figure which mod was causing the problem(it's the droids mod specifically that causes the problem) I realised that I hadn't installed backstories core. Dropped it in along with EdB mod order( to make sure backstories loads before droids) and huzzah! it's working now.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: Katorone on May 30, 2015, 07:18:50 AM
Is it possible to confine the droids to a space?  For instance by building a kind of enclosure that they can't cross?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: BMS on May 30, 2015, 08:42:04 AM
Is it possible to confine the droids to a space?  For instance by building a kind of enclosure that they can't cross?

I usually just have an empty room i draft them to then deactivate them but you have a good point - every droid in a movie etc has a place to sit and idle. now that we have a place to repair time to QQ about something new :)  maybe a bay that uses no power that has a bill for "do forever" with a priority of 4 and everything else they do has prio of 3
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: Katorone on May 30, 2015, 09:29:11 AM
I don't really mean it like that.
More like, locking doors for droids only, or making some kind of fence that colonists can cross but droids can't.  This way you can tell logistics droids to stay near your hydroponics or the crafting droid in a specific room.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: BMS on May 30, 2015, 09:47:53 AM
hmm invis fence like a dog fence.... maybe in 11 when we have upgradeable droids have the base unit that can only get orders inside wifi area then upgraded unit can travel wherever he wants /shrug
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: BMS on June 01, 2015, 09:24:19 AM
backstory mod- check
new world - check
new colony - check
researched droid charge pad - cant build it cant spawn it through debug
(looked in droidchargepad.xml looks like i need to research repair station first? - kinda sideways since i need to research charge pad to research droids)
Code: [Select]
<researchPrerequisite>MD2DroidRepairStation</researchPrerequisite>and from droidresearch.xml
Code: [Select]
<defName>MD2DroidRepairStation</defName>   
    <prerequisites>
      <li>MD2DroidCharger</li>
    </prerequisites>
research logistics droid - build him - he doesnt spawn or appear in my edb colonist UI

when i spawn him through debug he shows up but throws a bunch of errors object not set to instance just keeps counting up
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on June 01, 2015, 05:52:32 PM
backstory mod- check
new world - check
new colony - check
researched droid charge pad - cant build it cant spawn it through debug
(looked in droidchargepad.xml looks like i need to research repair station first? - kinda sideways since i need to research charge pad to research droids)
Code: [Select]
<researchPrerequisite>MD2DroidRepairStation</researchPrerequisite>and from droidresearch.xml
Code: [Select]
<defName>MD2DroidRepairStation</defName>   
    <prerequisites>
      <li>MD2DroidCharger</li>
    </prerequisites>
research logistics droid - build him - he doesnt spawn or appear in my edb colonist UI

when i spawn him through debug he shows up but throws a bunch of errors object not set to instance just keeps counting up
Whoops, that it a mistake and a half! I must have bungled up the Def somewhere along the line. You can just change or remove the prerequisite for now to fix it yourself and I'll upload the fix when I get a chance. To spawn droids through the debug menu you need to go to "try place direct thing" and choose the droid spawner for the type you want. Do any error messages or anything come up when you try to build it from the droid assembly?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: BMS on June 01, 2015, 11:18:35 PM
Sorry my last post was a little... meh :P  I was so excited to get to repair droids and so unexcited when i had failure to launch.  I  loaded my autosave and my (spawned) droid was there and didnt give me object errors and he went right to work... i closed out completely and reopened and loaded two saves earlier then rebuilt the droid table created the bill and he popped right out.  no errors in debug window... well there was one faction related message on load to another mod so i am unable to recreate this error (ugh i feel like such an end user right now!)

this is my favorite mod (ok RT's quantum storage is pretty bad a$$ but only because with 1 mining droid you can mine the whole planet!) only to be shadowed by the alpha 11 and all of the wonders this mod will bring then. keep up the good work
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: Dregod on June 03, 2015, 07:26:16 AM
Love the new update, hated the fact they counted as colonists, only problem i see is that i cannot see how many droids i have, had many droids die without me noticing including my crematorius and builder droids which had me puzzled why bodys were everywhere and nothing was being built. Perhaps a counter along the bottom that shows how many droids a colony has, would be so much helpful.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: mipen on June 04, 2015, 03:28:03 AM
Love the new update, hated the fact they counted as colonists, only problem i see is that i cannot see how many droids i have, had many droids die without me noticing including my crematorius and builder droids which had me puzzled why bodys were everywhere and nothing was being built. Perhaps a counter along the bottom that shows how many droids a colony has, would be so much helpful.
There is the droid overview tab located right next to normal colonist tab which shows all the droids you have, but I see what you mean. I'll have a look at adding some more management type things for the droids
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: zodium on June 04, 2015, 05:18:26 AM
Great update. I managed to load my existing save with the new droid version by deleting all my droid-related stuff and rebuilding it, then spawning the droids.

Edit: It would be nice if they would stop hogging the recreational room, though!
(https://i.imgur.com/i2kZ6mZ.png)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: Simulacrum0 on June 04, 2015, 10:35:53 PM
so now that droids don't count as colonists how do i keep them from running all over and equipping every piece of clothing they can find?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 16 - The great droid update)
Post by: skyarkhangel on June 05, 2015, 02:31:38 PM
Hi! It would be great if you add the gradual decrease in extraction in mines.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: mipen on June 06, 2015, 08:43:55 AM
so now that droids don't count as colonists how do i keep them from running all over and equipping every piece of clothing they can find?
Do they auto-equip things? They shouldn't be doing that >.<

Hi! It would be great if you add the gradual decrease in extraction in mines.
Hi there! Uhm, I'm not exactly sure what you mean. Could you explain some more?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: BMS on June 06, 2015, 09:02:19 AM
so now that droids don't count as colonists how do i keep them from running all over and equipping every piece of clothing they can find?
Do they auto-equip things? They shouldn't be doing that >.<
Its like droid Kardashian up in here!
Hi! It would be great if you add the gradual decrease in extraction in mines.
Hi there! Uhm, I'm not exactly sure what you mean. Could you explain some more?

I think maybe build a mine thing it gives you 1500 ore a day then 1499 then 1488 eventually causing you to build another mine?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: magei on June 07, 2015, 12:35:22 PM
Are Basic Combat Droid's still broken? Would love to use them for hunting!
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: zodium on June 07, 2015, 12:36:29 PM
Do they auto-equip things? They shouldn't be doing that >.<

Yeah, they do. I think it's fine if you have a good setup, and I was actually just now trying to give the combat droids the ability to hold weapons too!

Also, the droid builder station seems a little off. Sometimes it won't build droids even though I have more than enough resources, and doesn't respond to right-clicking if I attempt to assign a colonist directly. It also seems you can't use "Do until X" because there are always zero droids. I'm trying to set up a fully automated base, and this would be handy for repairs.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: Dakkanor on June 09, 2015, 05:50:43 AM
seems i cant really give combat drones any orders at all besides conscripting and telling them to move, no equip this, no man that mortar, no capture that person. not sure if that was intended as your notes only mentioned that combats couldn't equip weapons now.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: zodium on June 09, 2015, 05:52:35 AM
seems i cant really give combat drones any orders at all besides conscripting and telling them to move, no equip this, no man that mortar, no capture that person. not sure if that was intended as your notes only mentioned that combats couldn't equip weapons now.

Same here. What's the point of combat droids if they can't hold weapons, anyway?
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: Adamiks on June 09, 2015, 10:28:25 AM
You should remove "update apparel" sub node or something like that, because player can't select outfits for droids.
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: Baguette on June 09, 2015, 11:12:37 AM
Now I can have my very own ED-E :D
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: skyarkhangel on June 11, 2015, 06:15:17 AM
Hi! It would be great if you add the gradual decrease in extraction in mines.
Hi there! Uhm, I'm not exactly sure what you mean. Could you explain some more?

The mine produces an unlimited number of resources... It would be more realistic if they came to an end and we had to build a new mine.

and waiting for update A11 update :)
Title: Re: [MOD] (Alpha 10) Mechanical Defence 2 (Update 17 - Droid charger fix)
Post by: Ignotus on June 12, 2015, 06:09:05 PM
Maybe I am doing something wrong, but the repair station doesnt really repair the droids.. they just stay there forever. I disabled maintenance on themselves and just build more if they "die".. I have the hopper, It has power, it has steel fed into the hopper.

Thank you
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 07:43:55 AM
Updated to Alpha 11!
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: tylkas on June 14, 2015, 07:48:50 AM
I have been waiting for this since the release. Awesome mod! Thank you, mipen =]
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 08:10:31 AM
I have been waiting for this since the release. Awesome mod! Thank you, mipen =]
Thanks! And you're welcome :) I tried to test everything as best I could so hopefully it is bug free! If you find anything though, let me know
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 14, 2015, 08:16:33 AM
I downloaded Base-11, Driods-10, StoriesCore-7

after i activated the mods, the ui vanished and the game won't load up again.

I also installed EdB-PrepareCarefully 1.9.2. and BrunaylaSecurtyCo 1.4.8. before - no starting problems with them.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 08:31:01 AM
I downloaded Base-11, Driods-10, StoriesCore-7

after i activated the mods, the ui vanished and the game won't load up again.

I also installed EdB-PrepareCarefully 1.9.2. and BrunaylaSecurtyCo 1.4.8. before - no starting problems with them.
Did you activate them in the right order? The load order is very important and will cause problems like this if it's wrong. I would recommend getting edb's mod order mod and using that to get the correct load order. Remember that md2base and BackstoriesCore need to both be loaded before droids
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 14, 2015, 08:40:34 AM
I downloaded Base-11, Driods-10, StoriesCore-7

after i activated the mods, the ui vanished and the game won't load up again.

I also installed EdB-PrepareCarefully 1.9.2. and BrunaylaSecurtyCo 1.4.8. before - no starting problems with them.
Did you activate them in the right order? The load order is very important and will cause problems like this if it's wrong. I would recommend getting edb's mod order mod and using that to get the correct load order. Remember that md2base and BackstoriesCore need to both be loaded before droids

thank you, now it's working
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 08:42:02 AM
I downloaded Base-11, Driods-10, StoriesCore-7

after i activated the mods, the ui vanished and the game won't load up again.

I also installed EdB-PrepareCarefully 1.9.2. and BrunaylaSecurtyCo 1.4.8. before - no starting problems with them.
Did you activate them in the right order? The load order is very important and will cause problems like this if it's wrong. I would recommend getting edb's mod order mod and using that to get the correct load order. Remember that md2base and BackstoriesCore need to both be loaded before droids

thank you, now it's working
No problem :) have fun!
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 14, 2015, 08:47:27 AM
looks like it's not compatible to my a11 savegame. all colonists stopped doing something and stay at the same place, starving.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: rsof69 on June 14, 2015, 09:26:16 AM
Can droids mount turrets now ?
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Tivec on June 14, 2015, 10:34:51 AM
Filed this as a bug on the issue tracker for MD2Droids - colonist AI seems to stop working after I enable it. They do not move or perform any tasks. Drafted, I can control them, but as soon as I undraft they just stand staring.

https://github.com/mipen/MD2Droids/issues/1
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 14, 2015, 05:01:15 PM
Filed this as a bug on the issue tracker for MD2Droids - colonist AI seems to stop working after I enable it. They do not move or perform any tasks. Drafted, I can control them, but as soon as I undraft they just stand staring.

https://github.com/mipen/MD2Droids/issues/1

same here
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: thefinn on June 14, 2015, 09:31:00 PM
Weird issue, I'm just getting a black screen when I load up droids and base together.

Base loads fine, load droids and the menu won't come up. I even redownloaded them.

Only using EDB mods with them atm.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 09:34:48 PM
Filed this as a bug on the issue tracker for MD2Droids - colonist AI seems to stop working after I enable it. They do not move or perform any tasks. Drafted, I can control them, but as soon as I undraft they just stand staring.

https://github.com/mipen/MD2Droids/issues/1

same here
Does this happen on a brand new world? I never experienced this when I was testing, so it could be that the mod is incompatible with existing saves? I'll do some tests and see if I can recreate the bug, and see how I can fix it. If you post me your output log it would be a great help :)

Weird issue, I'm just getting a black screen when I load up droids and base together.

Base loads fine, load droids and the menu won't come up. I even redownloaded them.

Only using EDB mods with them atm.
Are you loading them in the right order? And remember that droids also needs BackstoriesCore loaded before it
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: thefinn on June 14, 2015, 09:55:06 PM
Had them loaded very last. 3 edb mods, I don't use backstories.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 10:33:16 PM
If you don't have BackstoriesCore loaded then that will be your problem. Md2droids requires BackstoriesCore to be loaded before it, or it won't work. You only need BackstoriesCore, not any of the backstory packs
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 14, 2015, 10:35:13 PM
Can droids mount turrets now ?
Yes they can! :)
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 15, 2015, 02:02:51 AM
Droids that are shot take damage the needs treatment to heal making them sit at the repair station trying to repair.

Edit: Droids repair till there is 2 hp left to repair than the needs treatment to heal come up leaving them to try and repair till you stop them of the run out of power and explode.

any way can you make it so droids can charge from just standing on the pad? and it would help if combat droids were a different race from the others to make selecting combat only a bit easier.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 15, 2015, 04:58:21 AM
Filed this as a bug on the issue tracker for MD2Droids - colonist AI seems to stop working after I enable it. They do not move or perform any tasks. Drafted, I can control them, but as soon as I undraft they just stand staring.

https://github.com/mipen/MD2Droids/issues/1

same here
Okay, I have singled this down to being an incompatibility with existing saves, which I believe is due to my use of a new WorkTypeDef. As it is, I can see no way of fixing it without redoing a major bit of the code for droids to go and get repairs, so unfortunately the mod will be incompatible with existing saves from now on :( It should really also need a new world created, because of some other parts in the mod.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 15, 2015, 05:01:13 AM
Droids that are shot take damage the needs treatment to heal making them sit at the repair station trying to repair.

Edit: Droids repair till there is 2 hp left to repair than the needs treatment to heal come up leaving them to try and repair till you stop them of the run out of power and explode.

any way can you make it so droids can charge from just standing on the pad? and it would help if combat droids were a different race from the others to make selecting combat only a bit easier.
You are saying that droids are having problems when they go to get repairs? Tested it on my world, and everything works fine. Are there any steps you could give me to try reproduce your problem?
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Dakkanor on June 15, 2015, 07:16:14 AM
this may be a stupid question, but original post mentions a tech tree, but i haven't been able to find one. could you possibly link to one please?

also does the Offense research actually unlock anything? as far as i was aware the only offense related thing in MD2 was combat droids
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Shmojo on June 15, 2015, 10:04:51 AM
Weird issue, I'm just getting a black screen when I load up droids and base together.

Base loads fine, load droids and the menu won't come up. I even redownloaded them.

Only using EDB mods with them atm.

I have this exact same issue, except I have BackstoriesCore loaded before Droids.

EDIT: I just realized that I had downloaded the wrong version of BackstoriesCore from the github repo. It's all working fine now.
Title: Re: [MOD] (Alpha 11) Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: thefinn on June 15, 2015, 02:05:38 PM
If you don't have BackstoriesCore loaded then that will be your problem. Md2droids requires BackstoriesCore to be loaded before it, or it won't work. You only need BackstoriesCore, not any of the backstory packs

Oh, sorry I had no idea, will grab it now.

I figured it had to be something I was doing or more people would've been screaming ;)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 15, 2015, 08:42:09 PM
i crated a new world with only Base and droids to see if it was a conflict and its not. have a droid get shot and let it repair it will repair till all the damage but 2 is left, the last 2 says need treatment to heal.

Edit: solar flare shielding is not working ether.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Grynnreaper on June 15, 2015, 11:35:31 PM
i crated a new world with only Base and droids to see if it was a conflict and its not. have a droid get shot and let it repair it will repair till all the damage but 2 is left, the last 2 says need treatment to heal.

Edit: solar flare shielding is not working ether.

Droids NEEDS BackstoriesCore mod to work, if you only have base and Droids it will not work. use EDB Mod Order to place BackstoriesCore before droids in the mod list. Base must also be before Droids.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 16, 2015, 12:56:06 AM
how did i start a new world with droids if i did not have BackstoriesCore. my post is about droids that are shot cant fully rapair.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Riftmaster on June 16, 2015, 09:53:11 AM
Ok something is screwy here

I loaded MD2Base - 11
Then BackstoriesCore - 8
Followed by MD2Droids - 10

Now I can't see the main menu, just the background and music


Edit:  To be clear, I loaded BackstoriesCore first, then went back to main menu, so whatever is causing this issue is in MD2Droids

Edit 2:  I have tested and am able to load every other submod in MD2 successfully to the main menu.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Puch22 on June 16, 2015, 05:54:31 PM
@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: XenoII on June 16, 2015, 06:47:06 PM
I'm still doing Alpha 10 (waiting for my other mods to be updated) anyway to fix the droids apparel changing? 
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Riftmaster on June 16, 2015, 09:30:08 PM
@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Will try that after work.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 17, 2015, 12:46:37 AM
I am having the damaged droid stops repairing at 2 and just sits there making squeaky noises with no avail problem. It literally sits there, says its damaged and needs repairs, attempts to repeatedly but doesn't get repaired fully.

My problem may be the other mods I have in, i'll get a list and edit this post.

edit: decided to just get screenshots of my mod load order for reference. (Top to bottom scroll via images)
(http://i.imgur.com/lkjm7FJ.png)
(http://i.imgur.com/c7yJNBz.png)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 17, 2015, 02:51:54 AM
So I have been getting a lot of messages about the droids not working correctly. I have just finished testing them on two pcs and I cannot reproduce any of the bugs mentioned. I have no idea what is going wrong with them, but all I can say is be very, very certain that you have the load order correct, and if you continue to have problems, close the game and send me the output_log.txt. This is located in RimWorldxxxWin/RimWorldxxxWin_Data/ for windows. If you link that as an attachment, or if it is too big, then on something like DropBox, I will be able to have a look and hopefully figure out what the problem is. Thank you for being patient and be assured I am trying to get to the solution :)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 17, 2015, 05:41:25 AM
I'd say, if we can get a bunch of folks to confirm the mods they have, if they have them, that'd be a step. Its probably syntax or something silly if its not another mod.

Honestly, I have a game that loads with the issue already occurring, but i notice nothing in the log. I'd be willing to post the save for you, it'd just be a PITA to add up all the mods (but i'll also package my mods dir up if you'd like, for ease) Anyways, I'll reload it again then post the log here in a sec.

Edit:

Ok, I got something for ya. Upon loading the save it wasn't there, so i resaved the game, reloaded it just to see what would happen and I got this (the only red lined error)...

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Basic combat droid, job=MD2DroidGotoRepairStation A=MD2DroidRepairStation270152): System.NullReferenceException: Object reference not set to an instance of an object

  at MD2.JobDriver_DroidRepair+<>c__DisplayClass8.<MakeNewToils>b__4 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Here's the entire log if you'd like:

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1333]
    Renderer: AMD Radeon R9 200 Series
    Vendor:   ATI
    VRAM:     3072 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1
Begin MonoManager ReloadAssembly
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.051 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Core.dll (this message is harmless)
RimWorld 0.11.834 rev919
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0DBB9F08 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBB9F08.dll
Initialized the EdB Mod Order mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DBC5F10 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBC5F10.dll
Initialized the EdBInterface mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DBFD7E8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBFD7E8.dll
Initialised MD2 base module
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DC085E0 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC085E0.dll
Initialised backstories module
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DC2AEE8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC2AEE8.dll
Non platform assembly: data-0DAC4C60 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DAC4C60.dll
Non platform assembly: data-0DC848B8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC848B8.dll
Non platform assembly: data-0DCA20C0 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCA20C0.dll
Non platform assembly: data-0DCD1558 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCD1558.dll
Non platform assembly: data-0DCDE828 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCDE828.dll
Exception reading FireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception reading ReinforcedEmbrasure.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception reading ReinforcedFireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DCF2D20 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCF2D20.dll
Bad capitalization on backstory title: Criminal Surgeon
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

BackstoriesCore added 10 custom backstories.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.721196 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 4003.
Total: 31.962578 ms (FindLiveObjects: 0.208575 ms CreateObjectMapping: 0.245262 ms MarkObjects: 30.896353 ms  DeleteObjects: 0.042587 ms)

Initializing map from file Tidbitnipply - damned wobots with mods Core, EdBModOrder, EdBInterface, MD2Base-11, BackstoriesCore-7, MD2Droids-10, MD2Storage-4, MD2Power-4, MD2Manufacturing-11, MD2Industry-7, MD2Fortifications-4, Armor Crafting 1.1, BionicReplacementsCrafting 1.1, Embrasures 1.41, Mannable Turrents 1.2.6, MedicineKitCrafting 1.3.6, MIRV Artillery 1.2.6, Modular Tables, NeurotrainerCrafting 1.1, ReplacementOrganCrafting 1.1, RTGs, TargetPractise, Weapon Crafting 1.3.76, [A11 Faction] JaffaKree! Reborn, and ExpandedProsthetics&OrganEngineering
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.545459 ms
Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 13904.
Total: 174.956528 ms (FindLiveObjects: 0.407914 ms CreateObjectMapping: 1.267358 ms MarkObjects: 172.709656 ms  DeleteObjects: 0.069525 ms)

Initializing map from file Tidbitnipply - Bugged bot with mods Core, EdBModOrder, EdBInterface, MD2Base-11, BackstoriesCore-7, MD2Droids-10, MD2Storage-4, MD2Power-4, MD2Manufacturing-11, MD2Industry-7, MD2Fortifications-4, Armor Crafting 1.1, BionicReplacementsCrafting 1.1, Embrasures 1.41, Mannable Turrents 1.2.6, MedicineKitCrafting 1.3.6, MIRV Artillery 1.2.6, Modular Tables, NeurotrainerCrafting 1.1, ReplacementOrganCrafting 1.1, RTGs, TargetPractise, Weapon Crafting 1.3.76, [A11 Faction] JaffaKree! Reborn, and ExpandedProsthetics&OrganEngineering
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Basic combat droid, job=MD2DroidGotoRepairStation A=MD2DroidRepairStation270152): System.NullReferenceException: Object reference not set to an instance of an object

  at MD2.JobDriver_DroidRepair+<>c__DisplayClass8.<MakeNewToils>b__4 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Grynnreaper on June 17, 2015, 05:48:59 AM
not having droid issues other than they seem to cut things close a lot recharging last second
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 17, 2015, 07:27:52 AM
i started a new world, new colony and it worked for me. colonists doing fine, driods get repaired.

but i got an other issue which is new - something is wrong with the transparency of items. my colonists, plants and items got a "transparent box" around them, which overlays all the other graphics. it's not gamebraking at all, but it looks not fancy. - now, the 3rd times i load my savegame, it's gone and graphics are ok.


overall, i got to say - great mod at all - i like to see something similar in the game. yesterday while playing, i thought about how to improve it a bit.

instead of crafting a droid for each profession, it would be cool to build some sort of "blank droid" and "profession modules". for example, at the start you're able to craft a blank lvl 1 droid with one module slot. also you're able to craft profession modules like building, growing, mining etc. . modules can be something like cloth or other items carried.

if you got both, a driod and a module, you're able to install the module and the droid will work like that. the cool part is upgrading now. after some research, you're able to craft a lvl 2 droid with 2 slots, and at the end a lvl 3 with 3 slots. with this solution, you're able to put for example 3 different profession moduls in one droid. each module will enable a skill. to put some difficulty in it, each module will grand a skill like +7.

so for example, you're able to build a lvl 1 droid with a module with +7 mining at the start. later on, you're able to upgrade the droids, so it will be possible to construct a droid with 3 mining (+7 +7 +7 = 21 =~20) or a droid with 7 mining, 7 growing and 7 logistics and so on.

 ;D
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Riftmaster on June 17, 2015, 09:20:19 AM
@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Seems to have worked

I re-downloaded droids mod
cleared rimworlds AppData folder out completely
Loaded RW
Activated EdB Mod Order
Activated MD2Base
Activated BackstoriesCore-8
Activated MD2Droids-10

Returns to the main menu fine.

Damnit it was only a corrupted file?  /facepalm
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Loki88 on June 17, 2015, 09:40:49 AM
I've got Doids running on A11 fine with 27 other mods active currently... this list is an alphabetical from my mods folder and not my load order...

Code: [Select]
Back stories Core-7
Bulk Meals
Edb Mod Order
Edb Prepare Carefully
ED - Core
ED - Embrasures
ED - Laser Drill
ED - Omni Gel
ED - Plants 24H
ED - Shields
ED - Wireless Power
Floor Lights
Less Incident Trolling
LT Soiling
MD2 Base - 11
MD2 Droids - 10
MD2  Fortifications - 4
MD2 Industry - 7
Modular Tables
Modular Solars No Bar 1.10
More Vanilla Turrets
Pawn State Icons
Rimfire
RTGs
Side NPD
Vegetable Garden v3
Vein Miner

A few of those have been tweaked a bit to cross use features from other mods such as vegetable garden using the <thingClass> from ED - Plants 24H

Edit : Typos :(
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 17, 2015, 09:51:49 AM
I'd say, if we can get a bunch of folks to confirm the mods they have, if they have them, that'd be a step. Its probably syntax or something silly if its not another mod.

Honestly, I have a game that loads with the issue already occurring, but i notice nothing in the log. I'd be willing to post the save for you, it'd just be a PITA to add up all the mods (but i'll also package my mods dir up if you'd like, for ease) Anyways, I'll reload it again then post the log here in a sec.

Edit:

Ok, I got something for ya. Upon loading the save it wasn't there, so i resaved the game, reloaded it just to see what would happen and I got this (the only red lined error)...

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Basic combat droid, job=MD2DroidGotoRepairStation A=MD2DroidRepairStation270152): System.NullReferenceException: Object reference not set to an instance of an object

  at MD2.JobDriver_DroidRepair+<>c__DisplayClass8.<MakeNewToils>b__4 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Here's the entire log if you'd like:

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 8.17.10.1333]
    Renderer: AMD Radeon R9 200 Series
    Vendor:   ATI
    VRAM:     3072 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1
Begin MonoManager ReloadAssembly
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading D:\RimWorld\RimWorld834Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.051 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Core.dll (this message is harmless)
RimWorld 0.11.834 rev919
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0DBB9F08 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBB9F08.dll
Initialized the EdB Mod Order mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DBC5F10 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBC5F10.dll
Initialized the EdBInterface mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DBFD7E8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DBFD7E8.dll
Initialised MD2 base module
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DC085E0 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC085E0.dll
Initialised backstories module
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DC2AEE8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC2AEE8.dll
Non platform assembly: data-0DAC4C60 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DAC4C60.dll
Non platform assembly: data-0DC848B8 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DC848B8.dll
Non platform assembly: data-0DCA20C0 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCA20C0.dll
Non platform assembly: data-0DCD1558 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCD1558.dll
Non platform assembly: data-0DCDE828 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCDE828.dll
Exception reading FireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception reading ReinforcedEmbrasure.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception reading ReinforcedFireResistantEmbrasures.xml as XML: 'texPath' is expected  Line 31, position 6..
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0DCF2D20 (this message is harmless)
Fallback handler could not load library D:/RimWorld/RimWorld834Win_Data/Mono/data-0DCF2D20.dll
Bad capitalization on backstory title: Criminal Surgeon
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

BackstoriesCore added 10 custom backstories.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.721196 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 4003.
Total: 31.962578 ms (FindLiveObjects: 0.208575 ms CreateObjectMapping: 0.245262 ms MarkObjects: 30.896353 ms  DeleteObjects: 0.042587 ms)

Initializing map from file Tidbitnipply - damned wobots with mods Core, EdBModOrder, EdBInterface, MD2Base-11, BackstoriesCore-7, MD2Droids-10, MD2Storage-4, MD2Power-4, MD2Manufacturing-11, MD2Industry-7, MD2Fortifications-4, Armor Crafting 1.1, BionicReplacementsCrafting 1.1, Embrasures 1.41, Mannable Turrents 1.2.6, MedicineKitCrafting 1.3.6, MIRV Artillery 1.2.6, Modular Tables, NeurotrainerCrafting 1.1, ReplacementOrganCrafting 1.1, RTGs, TargetPractise, Weapon Crafting 1.3.76, [A11 Faction] JaffaKree! Reborn, and ExpandedProsthetics&OrganEngineering
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\RimWorld\RimWorld834Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.545459 ms
Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 13904.
Total: 174.956528 ms (FindLiveObjects: 0.407914 ms CreateObjectMapping: 1.267358 ms MarkObjects: 172.709656 ms  DeleteObjects: 0.069525 ms)

Initializing map from file Tidbitnipply - Bugged bot with mods Core, EdBModOrder, EdBInterface, MD2Base-11, BackstoriesCore-7, MD2Droids-10, MD2Storage-4, MD2Power-4, MD2Manufacturing-11, MD2Industry-7, MD2Fortifications-4, Armor Crafting 1.1, BionicReplacementsCrafting 1.1, Embrasures 1.41, Mannable Turrents 1.2.6, MedicineKitCrafting 1.3.6, MIRV Artillery 1.2.6, Modular Tables, NeurotrainerCrafting 1.1, ReplacementOrganCrafting 1.1, RTGs, TargetPractise, Weapon Crafting 1.3.76, [A11 Faction] JaffaKree! Reborn, and ExpandedProsthetics&OrganEngineering
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception in Tick (pawn=Basic combat droid, job=MD2DroidGotoRepairStation A=MD2DroidRepairStation270152): System.NullReferenceException: Object reference not set to an instance of an object

  at MD2.JobDriver_DroidRepair+<>c__DisplayClass8.<MakeNewToils>b__4 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Replaced standard gameplay interface with EdB Interface
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Thanks for posting the log, looks like there is an error coming up somewhere in the repair code, I'll hopefully be able to track that down now :) Is there anything that happened before this started happening? Did the power go out or anything? (In-game). Also looks like whatever mod adds embrasures in has a couple of errors as well ( I think that's enhanced defence ), but hopefully that shouldn't cause any issues for md2

i started a new world, new colony and it worked for me. colonists doing fine, driods get repaired.

but i got an other issue which is new - something is wrong with the transparency of items. my colonists, plants and items got a "transparent box" around them, which overlays all the other graphics. it's not gamebraking at all, but it looks not fancy. - now, the 3rd times i load my savegame, it's gone and graphics are ok.


overall, i got to say - great mod at all - i like to see something similar in the game. yesterday while playing, i thought about how to improve it a bit.

instead of crafting a droid for each profession, it would be cool to build some sort of "blank droid" and "profession modules". for example, at the start you're able to craft a blank lvl 1 droid with one module slot. also you're able to craft profession modules like building, growing, mining etc. . modules can be something like cloth or other items carried.

if you got both, a driod and a module, you're able to install the module and the droid will work like that. the cool part is upgrading now. after some research, you're able to craft a lvl 2 droid with 2 slots, and at the end a lvl 3 with 3 slots. with this solution, you're able to put for example 3 different profession moduls in one droid. each module will enable a skill. to put some difficulty in it, each module will grand a skill like +7.

so for example, you're able to build a lvl 1 droid with a module with +7 mining at the start. later on, you're able to upgrade the droids, so it will be possible to construct a droid with 3 mining (+7 +7 +7 = 21 =~20) or a droid with 7 mining, 7 growing and 7 logistics and so on.

 ;D

Great to hear you got it working! :D That transparent box thing seems to be from the vanilla game, I've seen a couple other people mention it. They recommended restarting your computer and then it went away.

That idea you have is exactly what I want to do with the droids, make it so the player can completely customise them, with a nice UI and everything :)

@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
Seems to have worked

I re-downloaded droids mod
cleared rimworlds AppData folder out completely
Loaded RW
Activated EdB Mod Order
Activated MD2Base
Activated BackstoriesCore-8
Activated MD2Droids-10

Returns to the main menu fine.

Damnit it was only a corrupted file?  /facepalm

Great to hear it finally works! :P If you get problems like that again, post up your output_log and I'll be able to tell what the problem is quickly :)

I've got Doids running on A11 fine with 27 other mods active currently... this list is an alphabetical from my mods folder and not my load order...

Code: [Select]
Back stories Core-7
Bulk Meals
Edb Mod Order
Edb Prepare Carefully
ED - Core
ED - Embrasures
ED - Laser Drill
ED - Omni Gel
ED - Plants 24H
ED - Shields
ED - Wireless Power
Floor Lights
Less Incident Trolling
LT Soiling
MD2 Base - 11
MD2 Droids - 10
MD2  Fortifications - 4
MD2 Industry - 7
Modular Tables
Modular Solars No Bar 1.10
More Vanilla Turrets
Pawn State Icons
Rimfire
RTGs
Side NPD
Vegetable Garden v3
Vein Miner

A few of those have been tweaked a bit to cross use features from other mods such as vegetable garden using the <thingClass> from ED - Plants 24H

Edit : Typos :(
Boy am I glad to hear that it worked first go for someone :)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 17, 2015, 01:29:42 PM
Quote
Thanks for posting the log, looks like there is an error coming up somewhere in the repair code, I'll hopefully be able to track that down now :) Is there anything that happened before this started happening? Did the power go out or anything? (In-game). Also looks like whatever mod adds embrasures in has a couple of errors as well ( I think that's enhanced defence ), but hopefully that shouldn't cause any issues for md2

It was right after a battle, and I had been struggling a little to get power back up to stable. I'll take a closer look at how it is in the save and get back. I know it wasn't long after one of those wretched power shorts.

Edit: Nope, power is fine, there is a bit of juice in the batteries. However, I did think to screenshot this to better define the look that its in. Basically it sits here about 2 from completion on that left arm... looks like it repairs it then loops back to the way it was, just repeats itself. I'm gonna try moving the repair bench and some stuff to see if that does anything.

Edit 2: Simply moving it, flipping it on and off, metal in or out of the hopper, turning the bot off and doing the same, no dice. Same problem.

Edit 3: Also, like I said, I'll do anything I can for ya. I really like the mod :)

Edit 4: And, yes. Enhanced defense. I belive all of that in my list adds up to enb interface/mod order, mechanical defense, enhanced defense, and expanded prosthetics and organ engineering. Oddly enough enhanced defense and expanded prosthetics seem to be redundant, I was hoping to play with them both and see which i like best.

(http://i.imgur.com/6d4pGYW.jpg)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 17, 2015, 01:57:31 PM
Ok, this might be important...

I tried to get another bot repaired and it always holds 2 points healed on each component. I had a logistics bot that ate a few bolts and every component freezes at being like 43/45 or 58/60 or 21/23 repaired.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 17, 2015, 03:21:39 PM
its gunshot damage only that wont repair 100% any other damage will. pills bows melee other droid explosions every thing but gunshots all repair full.

its not your mod that is doing this, its is the medical part of the base game any pawn that is shot can not heal 100% with out treatment.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 18, 2015, 01:00:59 AM
its gunshot damage only that wont repair 100% any other damage will. pills bows melee other droid explosions every thing but gunshots all repair full.

its not your mod that is doing this, its is the medical part of the base game any pawn that is shot can not heal 100% with out treatment.
Ah, you are a genius! That is exactly it, thanks for pointing that out. I'm working on a fix for it right now :)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 18, 2015, 02:23:35 AM
can you add a cheap charge pad to park deceive driods on? like 20 power 50 steel but takes a few days to fully charge a droid. the charge pad still use's 1k if a deceive droid is on it and full power. it would be nice to have my army of combat driods fully charged when i need em with out having to micro all of them.

Edit: found a new one, cant order Medic droids to rescue. they will do it on there own for colonists but cant rescue guests at all. and if i leave it undrafted and set to doctor it will try feed downed pawns all over the map with that bug.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: masaykh on June 18, 2015, 08:06:51 AM
I like to suggest replace coal generator with something like Nuclear plant.

Nuclear Plant can have properties as such :
On heating \damaging have chance to explode with LARGE radius (including unmained rock).
IF exploded - leaves toxic cloud on its radius of explosion that badly damage every type of pawns.
Use 5 uranium per day
Have output of 22 000 KW
Cost to build - 2 000 steel \ 500 plasteel \ 200 uranium.
Raiders want to shutdown Nuclear Plant and only then will take care about your main base.

Such idea will do much better then coal:)

Ore Extractor at present simply exploit as it give freebie without really taking anything.
To balance that it can have need in operator - power demand can be lowered but it need to not function without operator.  In such way - to get resource you will need to assign one of your colonist and this look like fair extending of gameplay.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Ytm on June 18, 2015, 03:18:39 PM
Have output of 22 000 KW
22 000 000 watt? :o nice! ;D

I have some trouble with "Storage Unit": it seems to be ignore some resources, for example "wood". Just 75 piece/stack and that's it. But with "wood planks" are work fine. And "sand" only 75, but not the "pile of sand"... and maybe more... Stone blocks are fine too. Any suggestion? And sorry about my english  :-[

[attachment deleted due to age]
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: masaykh on June 18, 2015, 03:46:10 PM
22 000 = 6 geothermal generators rounded. :)
Found it https://ludeon.com/forums/index.php?topic=8902.0
but i like from other features in that mod only geothermal heater:(
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 18, 2015, 04:57:17 PM
more on the medic droids, they only rescue colonists if there is nothing else they can do. i watch the medic droid i made to rescue idiot guests that came to my colony in -110f hard snow in shoddy parkas go feed a down pirate instead of saving the new colonist that had some how made it to were we are with out a parka in the coldest part of the world.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 19, 2015, 01:06:47 AM
Have output of 22 000 KW
22 000 000 watt? :o nice! ;D

I have some trouble with "Storage Unit": it seems to be ignore some resources, for example "wood". Just 75 piece/stack and that's it. But with "wood planks" are work fine. And "sand" only 75, but not the "pile of sand"... and maybe more... Stone blocks are fine too. Any suggestion? And sorry about my english  :-[
You must only have one thing selected to be stored, otherwise it won't work. So either 'wood' or 'wood planks', but not both

more on the medic droids, they only rescue colonists if there is nothing else they can do. i watch the medic droid i made to rescue idiot guests that came to my colony in -110f hard snow in shoddy parkas go feed a down pirate instead of saving the new colonist that had some how made it to were we are with out a parka in the coldest part of the world.
Ah that's something I forgot, I'll put that in next update

22 000 = 6 geothermal generators rounded. :)
Found it https://ludeon.com/forums/index.php?topic=8902.0
but i like from other features in that mod only geothermal heater:(
At the moment the coal generator puts out almost three times what a geothermal gen does, and you can find coal spawning naturally on the world now. I don't think it's too underpowered, but I can bump it up a bit. I just don't want it to be this amazingly powerful thing that replaces everything else
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Ytm on June 19, 2015, 02:23:57 AM
You must only have one thing selected to be stored, otherwise it won't work. So either 'wood' or 'wood planks', but not both
thank you :D
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: masaykh on June 19, 2015, 08:22:44 AM
Then what about this :

Ore Extractor at present simply exploit as it give freebie without really taking anything.
To balance that it can have need in operator - power demand can be lowered but it need to not function without operator.  In such way - to get resource you will need to assign one of your colonist and this look like fair extending of gameplay.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 19, 2015, 08:45:03 AM
Then what about this :

Ore Extractor at present simply exploit as it give freebie without really taking anything.
To balance that it can have need in operator - power demand can be lowered but it need to not function without operator.  In such way - to get resource you will need to assign one of your colonist and this look like fair extending of gameplay.
Yeah that's a good idea, I think I will implement that, plus some events and degradation and whatnot
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Cdr.Keen on June 19, 2015, 09:06:28 AM
i'm looking forward to the next update =)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: genjiosan on June 19, 2015, 09:16:51 AM
i don't get it....this is my log when i try to load the droid and only have the mod order the base, backstories and the droid  :'(

Quote
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: K:\giochi_nonsteam\RimWorld\RimWorld834Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: K:\giochi_nonsteam\RimWorld\RimWorld834Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0B7E0320 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B7E0320.dll
Initialized the EdB Mod Order mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B7E8328 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B7E8328.dll
Initialized the EdBInterface mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B828D38 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B828D38.dll
Non platform assembly: data-0B845140 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B845140.dll
ReflectionTypeLoadException getting types in assembly MD2Droids: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.   at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)   at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0    at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0   Loader exceptions:    => System.TypeLoadException: Could not load type 'MD2.Building_DroidAssembly' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.    => System.TypeLoadException: Could not load type 'MD2.DroidKindDef' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.    => System.TypeLoadException: Could not load type '<>c__DisplayClass1' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidButcher
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidCharge
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidCremate
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidDeactivated
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidRepair
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named MD2.DroidKindDef from node <PawnKindDef ParentName="BaseDroidKind" Class="MD2.DroidKindDef"><label>Logistics Droid</label><race>DroidRace</race><pointsCost>999999</pointsCost><defaultFactionType>Colony</defaultFactionType><baseRecruitDifficulty>60</baseRecruitDifficulty><backstoryCategory>Civil</backstoryCategory><isFighter>false</isFighter><apparelTags><li>Spacer</li></apparelTags><apparelMoney><min>0</min><max>0</max></apparelMoney><allowedWorkTypeDefs><li>MD2Maintenance</li><li>Flicker</li><li>Firefighter</li><li>Cleaning</li><li>Hauling</li></allowedWorkTypeDefs><standardBodyGraphicPath>Pawns/Droid/LogisticsDroid/Droid</standardBodyGraphicPath><headGraphicPath>Pawns/Droid/LogisticsDroid/DroidHead</headGraphicPath><maxEnergy>650</maxEnergy><Settings>MD2LogisticsDroidSettings</Settings><explodeOnDeath>true</explodeOnDeath><explosionRadius>1.9</explosionRadius><disableOnSolarFlare>true</disableOnSolarFlare><EnergyUseRate>300</EnergyUseRate><canManThings>true</canManThings><defName>MD2LogisticsDroid</defName><backstoryDef>LogisticsDroid</backstoryDef></PawnKindDef>
and a many error similar... :'(
this mod work for me on alpha 9 never try in 10 but i miss it so bad xD olso i have my personal texture that i want to try out, but nope  :'(
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Dendrophilia on June 19, 2015, 10:24:50 AM
I can't get the droids to work either... Everything else works fine, but I was really looking forward to playing with droids. I'm playing on Mac OS btw, can that be the reason?
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum on June 19, 2015, 11:02:55 AM
Really like this mod. Cleaning and hauling droids especially are a godsend. Mining droids and the ore extractor are pretty overpowered, though. Pretty sure my 2 mining droids would mine out the entire (mountainous!) map in a year or two all by themselves if I let hem.

I second the request by an earlier poster, for a recharger that recharges almost nothing that my rarely-used drones (like combat drones) can stand on without me having to constantly toggle power on and off for them while making sure that my druids standing on them are all inactive and fully charged for when I do need to use them and whatnot.

I even had an accident not that long ago where all my 12 combat droids exploded... I put them on their offline chargers, but forgot to disable the droids themselves, and ignored the critical warning since I assumed it was a builder that had gotten lost or something. Then I was like, where did all my combat droids go?

And maybe somehow let us designate locations for the droids to go idle in when they're not busy, if that's at all possible? Looks strange to have all my temporarily inactive droids wandering in circles in the common room.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 19, 2015, 02:19:46 PM
yeah builder mining and crafting droids are op 14 skill and 125% work speed is a bit much.
why cant droids use armor now? is it to keep them from going on equipping binges?
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 19, 2015, 02:54:16 PM
I'd say a fast working droid isn't OP as machines will work harder and faster than any human, however the skill may be a good point. Though, considering I'm on a polar colony and can't do anything outside really, it makes sense to me to have skilled bots. Lower to 10 level skill might be appropriate, but ultimately, even your colonists will out skill a 14.

An even better solution for this may be to implement a sort of implant scheme for robots to upgrade them with better equipment, cpu's, etc... but i think thats already been discussed.

As for the ore extractor, i think the idea of throwing an operator on it is a good idea, after all, you could still throw a crafting droid on it instead of a colonist. The cost of building and operating one is still astronomical enough for the gains though.

Thats just my two cents. I'm not on a temperate colony, I don't get many warm bodies to draft, so having robots fight, mine, haul, etc when its -90c outside is very useful to me :)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 20, 2015, 01:50:59 AM
can you add a low power warning at 130  i have lost 6 droids in my current game cos the cit 65 power warning is to late to save driods on a 400x400 ice sheet.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 20, 2015, 02:15:54 AM
true, i've been running into that problem as well. also, in order to keep playing the mod i just keep deleting the hediffs when they don't repair hehe.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 20, 2015, 04:50:47 AM
can you add a low power warning at 130  i have lost 6 droids in my current game cos the cit 65 power warning is to late to save driods on a 400x400 ice sheet.
Yeah that will be easy to add :) look for it in the next update
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: NephilimNexus on June 20, 2015, 08:06:50 PM
The obvious solution would be to expand/split droids further into tiers, with each tier requiring more research (natch) but also providing better skills for droids.  So the first tier of droids could be, for example, 500rp and have a skill of 5.  The final tier of droid could require 10,000rp but also have the maximum skill allowed of 20.

Going with that idea, one could also increase functionality of droids as tiers increase.  By that I mean expanding their skill range to be less specialized and more general purpose.  For example a middle tier "Labor" droid might have Construction, Mining, Repair, Hauling and Cleaning packaged together.  A high tier "Thinker" droid might have Medical, Crafting and Tailor.  At the highest level you could have a "Brain-Bot" that even includes Art and Research.

The possibilities for tiered combat droids should also be obvious.  A low tiered "Grunt" robot might come with the equivalent of a shotgun.  A top tier "Warbot" might come with rocket launchers, lasers, and enough armor to stop an atom bomb.

Finally, when the branches of "Higher Skills" and "More Types of Skills" are opened then another option comes into play with high & top tier droids.  Namely, that max skilled droids (the 20s) would still be completely specialized and could only do one or two different things.  Meanwhile, again at max tier, a more modestly skilled droid (in the 5 to 10 range) could very well have every work option available to it.  This will let players plan different strategies based on whether they want to juggle a lot of highly skilled, yet overspecialized, droids; or they can opt for lower skill levels but more general purpose utility droids that, much like regular colonists, can be reassigned to different projects at whim.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 20, 2015, 09:45:42 PM
i don't get it....this is my log when i try to load the droid and only have the mod order the base, backstories and the droid  :'(

Quote
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: K:\giochi_nonsteam\RimWorld\RimWorld834Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: K:\giochi_nonsteam\RimWorld\RimWorld834Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0B7E0320 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B7E0320.dll
Initialized the EdB Mod Order mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B7E8328 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B7E8328.dll
Initialized the EdBInterface mod
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0B828D38 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B828D38.dll
Non platform assembly: data-0B845140 (this message is harmless)
Fallback handler could not load library K:/giochi_nonsteam/RimWorld/RimWorld834Win_Data/Mono/data-0B845140.dll
ReflectionTypeLoadException getting types in assembly MD2Droids: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.   at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)   at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0    at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0   Loader exceptions:    => System.TypeLoadException: Could not load type 'MD2.Building_DroidAssembly' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.    => System.TypeLoadException: Could not load type 'MD2.DroidKindDef' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.    => System.TypeLoadException: Could not load type '<>c__DisplayClass1' from assembly 'MD2Droids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidButcher
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidCharge
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidCremate
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named MD2.JobDriver_DroidDeactivated
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not find a type named MD2.JobDriver_DroidRepair
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named MD2.DroidKindDef from node <PawnKindDef ParentName="BaseDroidKind" Class="MD2.DroidKindDef"><label>Logistics Droid</label><race>DroidRace</race><pointsCost>999999</pointsCost><defaultFactionType>Colony</defaultFactionType><baseRecruitDifficulty>60</baseRecruitDifficulty><backstoryCategory>Civil</backstoryCategory><isFighter>false</isFighter><apparelTags><li>Spacer</li></apparelTags><apparelMoney><min>0</min><max>0</max></apparelMoney><allowedWorkTypeDefs><li>MD2Maintenance</li><li>Flicker</li><li>Firefighter</li><li>Cleaning</li><li>Hauling</li></allowedWorkTypeDefs><standardBodyGraphicPath>Pawns/Droid/LogisticsDroid/Droid</standardBodyGraphicPath><headGraphicPath>Pawns/Droid/LogisticsDroid/DroidHead</headGraphicPath><maxEnergy>650</maxEnergy><Settings>MD2LogisticsDroidSettings</Settings><explodeOnDeath>true</explodeOnDeath><explosionRadius>1.9</explosionRadius><disableOnSolarFlare>true</disableOnSolarFlare><EnergyUseRate>300</EnergyUseRate><canManThings>true</canManThings><defName>MD2LogisticsDroid</defName><backstoryDef>LogisticsDroid</backstoryDef></PawnKindDef>
and a many error similar... :'(
this mod work for me on alpha 9 never try in 10 but i miss it so bad xD olso i have my personal texture that i want to try out, but nope  :'(
It seems the game isn't able to load the assembly for the mod, but I have no idea what could be causing this :( are you using Windows? You could try redownloading the mod and reinstalling it. Do you have the two prerequisites for the droids module? Base and BackstoriesCore? I'm sorry I really have no idea what could cause this :(

I can't get the droids to work either... Everything else works fine, but I was really looking forward to playing with droids. I'm playing on Mac OS btw, can that be the reason?
That could possibly be the reason, but I really don't know, I've not dealt with anything other than windows as that's all I have. So you have base and BackstoriesCore installed? If not, that causes problems
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 21, 2015, 02:27:15 AM
can driods have numeric name's? like Logistics droid 01 and Logistics droid 02 ,it would be so much easier to over ride a tack if i new what droid was going to do it "power switch is reserved by Logistics droid" what one is it i have 15.....
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Alcyonna on June 21, 2015, 04:07:17 AM
Hey, great mod!! (i apologize for my bad english^^)

I have trouble with droids can't repare them, everything was ok, i started a new map and now they just stay near the repare station without gain of life .... eternally^^

if u have an idea?
Thank u!!

Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 21, 2015, 09:34:26 AM
can driods have numeric name's? like Logistics droid 01 and Logistics droid 02 ,it would be so much easier to over ride a tack if i new what droid was going to do it "power switch is reserved by Logistics droid" what one is it i have 15.....
Good idea! I'll implement that.

Hey, great mod!! (i apologize for my bad english^^)

I have trouble with droids can't repare them, everything was ok, i started a new map and now they just stay near the repare station without gain of life .... eternally^^

if u have an idea?
Thank u!!
Yah, that is a known bug. I have just finished fixing it now, so the update should be out very soon
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Alcyonna on June 21, 2015, 11:40:08 AM
thenk you very much for you're quick answer.
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Girlinhat on June 21, 2015, 03:03:13 PM
So I tried this a while back, and found that there was no way to repair droids, which made them sort of limited use...  Is there a change to this?
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: N4rF on June 21, 2015, 03:42:38 PM
So I tried this a while back, and found that there was no way to repair droids, which made them sort of limited use...  Is there a change to this?
Yes, there is. Currently in the mod there is a repair station, but it didn't do full repairs due to a base game issue. (They would just heal up to about 2 points of full health and stay there trying to repair it.) He's been fixing it or has fixed it by now. Should be up on the next release.

I like the mod so much I just edit the saves and remove the hediff to play on. Its a small effort, but the bots are of extreme use. Especially early on or when all your potential recruits die before you can haul them in heh (like on polar sheets.)
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: Simulacrum0 on June 21, 2015, 07:15:07 PM
can the name's be made to stay in numeric order? like combat droid 01 was killed 02 is alive so the next combat is named 01 not 03?
Title: Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
Post by: mipen on June 21, 2015, 09:31:35 PM
can the name's be made to stay in numeric order? like combat droid 01 was killed 02 is alive so the next combat is named 01 not 03?
I wouldn't know how to do that reliably :( As it is, they just get an increasing number for each type of droid
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: mipen on June 21, 2015, 09:32:12 PM
Finally fixed the repairing issue! :D
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on June 21, 2015, 10:03:07 PM
woot! no more console command repairing after big battles. it looks like the low power waring needs work, see screenshot.

[attachment deleted due to age]
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: mipen on June 22, 2015, 12:53:01 AM
woot! no more console command repairing after big battles. it looks like the low power waring needs work, see screenshot.
Did you download the new md2base as well? And the funny accents on the letters is caused by having Dev mode enabled
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Ytm on June 22, 2015, 07:18:27 AM
Seems to be crafting droids can't do plasteel bars on electric smelter
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Ytm on June 22, 2015, 12:14:42 PM
Seems to be crafting droids can't do plasteel bars on electric smelter
nope, i was wrong. probably some kind of floating bug :-X
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Sheyka on June 22, 2015, 03:41:17 PM
nvm. found out myself ^^

hey guys
i play this mod for my first time. and i have a maybe simple question. where can i get this wonderfull circuitry?

some help would be very nice :)

Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on June 22, 2015, 04:32:57 PM
the game fails to load MD2Droids-12 if MD2 Base-12 is active, Droids 12 works with base 11. here is the log output with  only this load order
Core
EdBModOrder
BackstoriesCore-8
MD2Base-12
MD2Droids-12

[attachment deleted due to age]
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Sheyka on June 22, 2015, 04:41:21 PM
the game fails to load MD2Droids-12 if MD2 Base-12 is active, Droids 12 works with base 11. here is the log output with  only this load order
Core
EdBModOrder
BackstoriesCore-8
MD2Base-12
MD2Droids-12

try this one

Core
EdBModOrder
MD2Base-12
BackstoriesCore-8
MD2Droids-12
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on June 22, 2015, 09:48:49 PM
BackstoriesCore is only needed for droids is has no effect on MD2Base chaneing that load order does nothing.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: nmid on June 23, 2015, 08:00:11 AM
I am getting an error about "determining jobs"
I am running a mix of other mods, but the problem only comes when I enable the MD2 Core + MD2 Droids.
Any ideas?


Prof threw exception while determining job: System.ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.CacheWorkGiversInOrder () [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.get_WorkGiversInOrderEmergency () [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_Work.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work



Code: [Select]
    <li>Core</li>
    <li>BackstoriesCore</li>
    <li>EdBPrepareCarefully</li>
    <li>Darkness (SBO)</li>
    <li>AutoHuntBeacon</li>
    <li>Apparello</li>
    <li>EdBModOrder</li>
    <li>ED-Core</li>
    <li>Miscellaneous_HiRes</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Vent</li>
    <li>ED-Shields</li>
    <li>ED-Embrasures</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-OmniGel</li>
    <li>VeinMiner</li>
    <li>RoofSupport</li>
    <li>OmniStorage</li>
    <li>Canned Food</li>
    <li>Pawn State Icons</li>
    <li>Anti Tank Weapons</li>
    <li>Bulk_Meals</li>
    <li>Celing Lights</li>
    <li>RimHalo</li>
    <li>[A11 Faction] JaffaKree! Reborn</li>
    <li>Stonecutting Tweak</li>
    <li>LogWall-Stuffed</li>
    <li>EdBInterface</li>
    <li>Mad Skills</li>
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsVanilla</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>T-MoreFloorsFF</li>
    <li>MAI</li>
    <li>RTFTJ</li>
    <li>Industrialisation v0.99</li>
    <li>ED-Plants24H</li>
    <li>MD2Base-master</li>
    <li>MD2Droids-12</li>
    <li>LT_RedistHeat</li>
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: mipen on June 23, 2015, 08:07:55 AM
I am getting an error about "determining jobs"
I am running a mix of other mods, but the problem only comes when I enable the MD2 Core + MD2 Droids.
Any ideas?


Prof threw exception while determining job: System.ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.DefMap`2[Verse.WorkTypeDef,System.Int32].get_Item (Verse.WorkTypeDef def) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.GetPriority (Verse.WorkTypeDef w) [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.CacheWorkGiversInOrder () [0x00000] in <filename unknown>:0

  at RimWorld.Pawn_WorkSettings.get_WorkGiversInOrderEmergency () [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_Work.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work



Code: [Select]
    <li>Core</li>
    <li>BackstoriesCore</li>
    <li>EdBPrepareCarefully</li>
    <li>Darkness (SBO)</li>
    <li>AutoHuntBeacon</li>
    <li>Apparello</li>
    <li>EdBModOrder</li>
    <li>ED-Core</li>
    <li>Miscellaneous_HiRes</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Vent</li>
    <li>ED-Shields</li>
    <li>ED-Embrasures</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-OmniGel</li>
    <li>VeinMiner</li>
    <li>RoofSupport</li>
    <li>OmniStorage</li>
    <li>Canned Food</li>
    <li>Pawn State Icons</li>
    <li>Anti Tank Weapons</li>
    <li>Bulk_Meals</li>
    <li>Celing Lights</li>
    <li>RimHalo</li>
    <li>[A11 Faction] JaffaKree! Reborn</li>
    <li>Stonecutting Tweak</li>
    <li>LogWall-Stuffed</li>
    <li>EdBInterface</li>
    <li>Mad Skills</li>
    <li>T-ConditionRed</li>
    <li>T-CoreCropTweaks</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsVanilla</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>T-MoreFloorsFF</li>
    <li>MAI</li>
    <li>RTFTJ</li>
    <li>Industrialisation v0.99</li>
    <li>ED-Plants24H</li>
    <li>MD2Base-master</li>
    <li>MD2Droids-12</li>
    <li>LT_RedistHeat</li>
Are you trying to add the mod to am existing save? I don't think it is compatible with existing saves :(
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: nmid on June 23, 2015, 08:08:59 AM
Damn... I just failed Mod 101.

Ty.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: N4rF on June 24, 2015, 07:56:28 PM
I restarted and everything is running well. Thanks for all the fixes and new features.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Materialjam on June 27, 2015, 02:36:00 PM
Absolutely great mod! Especially love the droids side of it, essentially have sealed my colonists into a mountain bunker with droids doing all of the outside work.

However, I do have one complaint: droids wandering idle... Is there any way possible to have droids simply return to a charging station instead of wandering? Maybe have it as a option? Quite frankly i'm tired of droids running amok with nothing to do.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on June 27, 2015, 08:47:06 PM
Materialjam this has be suggested before i don't know if mipen has plans to do that but  for now just build a room and deactivate  droids you know will be idle mining, medic, builder, combat but don't deactivate them on a charge pad it will still use 1k power even if the droid is full.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: mipen on June 28, 2015, 05:21:46 AM
That's in the plans, but I don't have any time to work on the mod at the moment as I have exams going on :( once they are out of the way I'll be able to get back to working on the mod :)
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: eperb12 on June 30, 2015, 03:23:33 PM
Silly question. I'm on an ice sheet. How do you get sand if there's none available? Do bulk traders ships sell it?
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on June 30, 2015, 04:10:19 PM
stone cuter table and yes bulk sell it but at a bs $.50 ea
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: mipen on July 01, 2015, 02:28:45 AM
Silly question. I'm on an ice sheet. How do you get sand if there's none available? Do bulk traders ships sell it?
You can crush down rock chunks at a stonecutter's table to get sand

stone cuter table and yes bulk sell it but at a bs $.50 ea
Sounds like those criminal merchants are ripping people off! I'll have to have a work with them xD
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Goldsmyths on July 06, 2015, 01:14:43 AM
I always wondered why Deep Storage Unit was not set to be able to accept Raw Food?
I used to have a refrigerator room the size of Manhattan while trying to balance corpse and meat.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: willkydd on July 06, 2015, 09:26:20 PM
I am currently playing with this mod on A11b and my droids do not do anything once built. If I instruct them what to do with "prioritize..." they do it once (for example cook 1 meal) and then they just stand until they run out of power and they do NOT go to recharge. When I click the droid work tab I only see a list of possible jobs but nothing else.

Help?
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Simulacrum0 on July 06, 2015, 10:06:55 PM
droids have not been updated to 11b so there broken.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Vas on July 07, 2015, 11:40:09 AM
Two things I noticed. 
1. Your crematorius droid does nothing.  I have to manually tell him to go get corpses, especially if they are nothing but bones.  I've never actually seen him go out and do anything on his own, ever.  Fresh battles or not.  I turned off clothing stripping if that matters.
2. Your coal plant produces 9600 watts, while it only takes 1000 watts to power an ore extractor, and one ore extractor can keep the coal plant going indefinitely.  Infinite energy infinite fuel.  Just a thought is all, it's fine and all though since I'm using shields and they take up so much energy I need to build 30+ coal plants to power my base.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: hairlessOrphan on July 07, 2015, 12:56:26 PM
Two things I noticed. 
1. Your crematorius droid does nothing.  I have to manually tell him to go get corpses, especially if they are nothing but bones.  I've never actually seen him go out and do anything on his own, ever.  Fresh battles or not.  I turned off clothing stripping if that matters.

He has a little Commands button in the bottom left, where the Gear / Health / etc... buttons are. You have to tell him what to burn there (options for Human / Animal / Mech corpses).

Unfortunately, this setting does not save, so you have to reissue the commands every time you load a game.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Vas on July 07, 2015, 01:11:08 PM
Ah, then that should be fixed at some point.  I was hoping to request that a checkbox be set next to the animals one, where you can only cremate rotting or bones so you don't cremate your food supply.

EDIT:
Ideas for new droids;
Flicker Droid
Cryosleep Monitoring Droid (So I can get people out of cryo if I make my entire colony go into sleep)

Also, I'd like to be able to specify a droid idle area, instead of them hanging out around my gathering spots like my kitchen with my colonists.

EDIT 2:
Droid upgrades, I'd like to upgrade internal power storage.  I like to play on massive maps that seem to be too big for a droid to make more than one trip from one corner to the other.  Also would be nice to have an upgradable charge pad, so I can charge twice as fast (for double energy usage of course).

I also think that droids that are wandering/idle, should use less power per second than when they are working on a task.

One more thing I was thinking of is that you can restrict colonists to an area, but you can't with droids.  I'd actually like that feature as well so I can stick a droid work only area.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: skullywag on July 08, 2015, 04:43:30 AM
Mipen, the saving variables thing above, is that a "what the hells a scribe" moment or have you just not got to it, I can explain the scribing system somewhat if itll help, if you know this and just havent got to it yet, tell me to shush!
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Litcube on July 08, 2015, 03:44:10 PM
Is there source code available for this one?  I could update all the assemblies for 11b in short order.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: joshman003 on July 09, 2015, 04:05:44 AM
hello im new too rimworld and loving it. I downloaded this mod and it works fine but i was having a problem with the droids task tab. it dosent show the boxes, so Now I have to manually task my droids. is there a way to fix this problem?

http://i1060.photobucket.com/albums/t456/Phoenix003god/rimworld%20picNEWQWWWW_zpswp0mnurs.png?t=1436426140

Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: skullywag on July 09, 2015, 04:51:36 AM
This works on a11b already doesnt it? Seems fine to me...

Edit - oh droids...
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Endovior on July 10, 2015, 03:50:35 AM
A couple of droid-related issues (A11, in the Ultimate Overhaul Modpack). I've had repairs work before, but one of my droids had a finger shot off. It just keeps sitting on the repair station getting 'repaired', but nothing happens. Also, most of the droids can be renamed properly (I prefer to abbreviate, eg: 'Logistics Droid 1' down to 'LD-01'), but the combat droids can't, for some reason.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: joshman003 on July 10, 2015, 04:54:36 AM
can any one help me? i want to use the droids bad but i cant task them because the boxes are not there

Heres a Screen shot, Please some one help me ! http://i1060.photobucket.com/albums/t456/Phoenix003god/rimworld%20picNEWQWWWW_zpswp0mnurs.png?t=1436426140
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Endovior on July 10, 2015, 05:24:17 AM
can any one help me? i want to use the droids bad but i cant task them because the boxes are not there

Heres a Screen shot, Please some one help me ! http://i1060.photobucket.com/albums/t456/Phoenix003god/rimworld%20picNEWQWWWW_zpswp0mnurs.png?t=1436426140

You're using A11b, right? As has been mentioned, Droids haven't been implemented for 11b yet. If you want to play with Droids, you'll need to do so in A11.
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: joeripor on July 10, 2015, 09:58:05 AM
can any one help me? i want to use the droids bad but i cant task them because the boxes are not there

Heres a Screen shot, Please some one help me ! http://i1060.photobucket.com/albums/t456/Phoenix003god/rimworld%20picNEWQWWWW_zpswp0mnurs.png?t=1436426140

You're using A11b, right? As has been mentioned, Droids haven't been implemented for 11b yet. If you want to play with Droids, you'll need to do so in A11.
how do you change it back to alpha 11?
Title: Re: [A11] Mechanical Defence 2 (Update 19 - A11 Droid repair fix)
Post by: Jahsus on July 10, 2015, 10:55:13 AM
This made it to 11b yet? I m