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RimWorld => Releases => Mods => Outdated => Topic started by: elStrages on December 11, 2014, 07:07:56 PM

Title: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on December 11, 2014, 07:07:56 PM
(http://i.imgur.com/7SOGpLv.png)

Description:
Cybernetic Storm adapts and improves on the limb system in the current version of Rimworld, Alpha 9.  This MOD adds a vast amount of additional limbs and adaptations for the body, as well as a new power system, weapons, turrets and armours that will turn your lonely colonist into s cybernetic army. Also added a research tree link so you can se whats going to get you where!

19/03/15 - This update has a more balances to the point where I am definitely a lot happier with the way the mod performs.  There are tweaks to weapons and armour across the board. In addition to this there are a lot of changes to creation times to make them more realistic in game play terms.  Nanoponics saw big changes with a change in construction cost demand, lowered energy usage and sped up growth times.  The Cybernetic Coven are back in the mod with lots of tweaks making them a little less dangerous to you.  They no longer hold the extreme rocket launcher they once did and other such things. Hopefully they become game friendly and a worthwhile ally. A new colony and world are required to play

Download: v3.5
Cybernetic Storm Downloads
A new colony and world are required to play


Preview:
Implants, Limbs and Organs: (there is one image for each item ;) )
(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)(http://i.imgur.com/BLbvEkN.png)
Workbenches & Production:
(http://i.imgur.com/tzlLYvU.png) (http://i.imgur.com/3DdF6Ml.png) [(http://i.imgur.com/ukdRav6.png) (http://i.imgur.com/3h7M3Rk.png) (http://i.imgur.com/UawqYGZ.png) (http://i.imgur.com/q4QI2RU.png) (http://i.imgur.com/muj8V52.png?1)
Turrets:
(http://i.imgur.com/Jtc1BRE.png) (http://i.imgur.com/5FquOLD.png) (http://i.imgur.com/lw6736U.png) (http://i.imgur.com/nyN4Hwb.png)
Weapons:
(http://i.imgur.com/UQcbshu.png) (http://i.imgur.com/aW00fGO.png) (http://i.imgur.com/PD1mICp.png) (http://i.imgur.com/dgSe4D1.png) (http://i.imgur.com/gPEYuOY.png) (http://i.imgur.com/fxprYCX.png) (http://i.imgur.com/yACrpCD.png)
(http://i.imgur.com/wHVk7Kc.png) (http://i.imgur.com/xbmS98V.png) (http://i.imgur.com/HklVmGV.png) (http://i.imgur.com/evjbmmh.png) (http://i.imgur.com/lDTDrN2.png) (http://i.imgur.com/OqT6l0u.png) (http://i.imgur.com/l2mnQqf.png)
Armour:
(http://i.imgur.com/wTTlS43.png) (http://i.imgur.com/ZRQpkel.png) (http://i.imgur.com/uGTmWdN.png) (http://i.imgur.com/2PMOPDM.png) (http://i.imgur.com/IANS1Fl.png)
Power:
(http://i.imgur.com/xmYUU63.png) (http://i.imgur.com/XgCAYaA.png?1)
Items:
(http://i.imgur.com/BX1rCuD.png) (http://i.imgur.com/MFpdWC3.png) (http://i.imgur.com/YE49NjP.png) (http://i.imgur.com/on3rx9b.png) (http://i.imgur.com/JgMyrtW.png)
Plants:
(http://i.imgur.com/WMnWRvl.png)
Research tree:
Click Here for Tech Tree (http://i.imgur.com/Le8LR2H.png)

Mod Team:
Coding, Graphics, Odd job manipulation:
- elStrages aka David (https://ludeon.com/forums/index.php?action=profile)
- Vas (http://) - Modular Hydroponics Code

Video:
Cybernetic Storm Mod Spotlight (https://www.youtube.com/watch?v=91Hsk-fdgbY&list=PLCZleGQiTyuBP4OzBTWBQpIzNpmdrcNnK&index=2) by Feniks (https://ludeon.com/forums/index.php?action=profile;u=13359)
Workbench, Bionics Constriction (http://youtu.be/dSwdowzzxzg)
Blitzkriegsler Plays RimWorld (https://www.youtube.com/watch?v=Ud38cXuGT6k)

Details:

Features:
•   7x Workbenches offering progression in implants, weaponry and medical supply.
•   Growing advanced plants to make advanced materials
•   Advanced Power systems to power your colony
•   Cybernetic Faction
•   A whole host of items including:
   o   Construction Materials, Advanced Items and Plants
   o   More body parts and Carbon fibre limbs
   o   Bionic, Nanotech, Cybernetic Limbs, Organs, Exoskeletons and Skins
   o   Melee, Skill at Arms, Visual and Audio Implant
   o   Nanotech and Cybernetic: Armours Helmets and grieves
   o   Nanotech and Cybernetic Weapons and Turrets
•   Advanced limb and organ Harvesting
•   Weapon crafting vanilla and new
•   Material crafting old and new including medical supplies
•   New Traders
•   Research progression throughout the systems

|========Bug reports: (fixing for patch 3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.45.a: Nanothread not growing correct
Lifespan of plant put up to 60 days, growth in 8.8 should sort it out
3.45.b: Turret still in traders
Added "<tradeability>Never</tradeability>" to turrets should resolve.
3.45.c: What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description..
This was my screw up, rifling tech no unlocks rifling bench and bionic aid tech will unlock the Implants production bench once it is complete.
3.45.d: I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.
This has been stated several times so I have upped all times for creating weapons and armour. please test in the update and I will adjust
3.45.e: Nano brain and advance nano brain description
They were around thewrong way, been fixed
3.45.f: just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>.
Fixed to correct number.
3.45.g: Nanoponics too cheap in cost and build time.
Nanoponics: As a way of balancing I have added the ability to build them with half the materials from any resource base and the the other half plasteel also added cloth of 10. so it can be 45 stone/wood/metal 40 plasteel and 10 cloth  also takes longer to build.
Advanced Nanoponics: increase to 80 Nanosteel and added 10 Nanohread. it halves Nanothread growth time.  Also takes longer to build
Test and adjust with feed back
3.45.h: Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.
Moved to right bench
3.45.i: Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.
removed second listing, it was a duplication mistake
3.45.j:Traders are heavily unbalanced. Cybernetic and nano weapon are ridiculously cheap.
they were based off of vanilla prices of weapons and are more expensive. I will up the price of Nano by 20% and Cyber by 30% to see if this makes it more compatible. As per test and adjust on feedback
3.45.j:Return of the Cyber Coven
cyber faction back in the mod with a lot of tweeks and changes so they aren't as brutal :)
|=========================================|

Compatibility:
Non-compatible with Alpha 8 and bellow mods.
-- Extended Surgery
-- Zombie Apocalypse
-- Expanded Prosthetics and Organ Engineering
Title: Re: [MOD] (Alpha 8) Cybernetic Storm
Post by: elStrages on December 11, 2014, 07:08:21 PM
Change Log: v3.1 - v3.45
Code: [Select]
[b][color=green]Change Log: v3.45 Alpha 9 Release[/color][/b]
[color=red]Save game will break if any of your colonists have brain implants[/color]
Added:
- Nano Sleep Tube
- Nano Healing Pod
- Rifling bench for vanilla weapon crafting
- Medical Lab for crafting medicines
- Can now craft Glitterworld medicine and Nanotech medicine
- Nano-Thermal Plant (currently produces power but will change with dll)
- Nanotech and Cybernetic Shields
- Armour Vest, Military Helmet and Kevlar Helmet recipe for construction.
- Added Nanosteel for construction. Made form nanothread and steel 1:5
- Left Brain Implant (two implants can be installed) see changed section
- Advance Nanoponics for double growth (requires tech)
- two ned plant pots to mage a different feel to the standard
- Nanotech flooring
Changed:
- Massive code move and seperations plus code trimming.
- Complete overhaul of the reserach system [url=http://i.imgur.com/Le8LR2H.png]Click Here for Tech Tree[/url]
- Complete resource demand / recipe overhaul
- Complete Pricing overhaul
- re added experience for medical and crafting
- Nano Swarm damage recalculation
- Cyber Storm damage recalculation
- Robotics Workbench Sprite change base colour to red
- Cybernetics lab sprite changed base colour blue
- Halved nanopower plant output by 1/2 reduced construction cost 1/3
- Nano-batter storage power cut by 1/3 reduced construction cost 1/2
- Nano-Skin changed body part effects.
- Cybernetic-Skin rebalance, reduced to only effect 2 stats rather than everything.
- Nanovine output reduced form 5-10 to 2-5 and lowered grow days
- Cybernetic Armour focuses on Shooting
- Nanotech Armour focuses on Melee
- Cybernetic and Nanotech armour health increased to be better than power armour varients
           - Nanothread Graphic colour
- Changed brain implant to right brain implant
- Melee and skill at arms install in right
- Audio and visual install in left
Removed:
- Nothing
|========[color=cyan]Bug reports: (fixing for patch 3.45/3.5)[/color]========|
[color=red]Problem Unresolvable[/color] | [color=yellow]Current Problem[/color] | [color=green]Problem Resolved[/color] | [color=orange]Problem Unfound / May have fixed by accident[/color]
[color=green]3.4.a: Cybernetic Turret Brought from trader[/color]
removed trader tags and tested, 15 traders no turret hopefully its resolved.
[color=green]3.4.b: No crafting experience recieved[/color]
I Thanks to the guy above for pointing out the code line to be re-added.
[color=green]3.4.c: Unable to install implants.[/color]
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
[color=green]3.4.d: Degrading of armor too fast[/color]
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
[color=green]3.4.e: Shield and armour cannot be worn together[/color]
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
[color=green]3.4.f: Hand install part not working.[/color]
Hand locations where wrong.
[color=green]3.4.g: Power armour/ helmet produces nothing.[/color]
Code checked and slight problem in ingredients. Now fixed and produces what its supposed to.
[color=orange]3.4.h: Nano rifling bench production broken.[/color]
couldn't find issue, Was able to create all weapons hassle free
[color=orange]3.4.i: No skill warning on bills, possible code issue.[/color]
couldn't find issue, got bill warning from all bills
|=========================================|

[b][color=green]Change Log: v3.35 Bug fixed and Cyber-Coven Changes[/color][/b]
[color=green]3.3.a: Cyber-Coven Heavy makes the game unmplayable[/color]
Cyber-Coven Heavy (cyber storm wielder) removed
[color=green]3.3.b: Bionics are never made due to resource requirments[/color]
Bionics changed from plateel to steel and removed hyperweave requirements
[color=green]3.3.c: Audio and visual implants are pointless[/color]
stats changed on Skill at arms and Melee implants to 5% to bring back use of visual and audio implants at 10%
[color=green]3.3.d: Prosthetic legs are epointless[/color]
now only need 10 wood and 5 steel as apposed to 45 wood and 10 steel
[color=green]3.3.e: Nanoskin creates wrong item[/color]
Recipe fixed to produce the right item
[color=green]3.3.f: Armour ingredients visual problem[/color]
removed recipe maker, added recipes
[color=green]3.3.g: Cyber sniper damage[/color]
Was using wrong bullet, now fixed
[color=green]3.3.h: Cyber sniper text[/color]
Typo fixed in description
[color=green]3.3.i: greaves text wrong[/color]
Typo fixed to the correct spelling
[color=green]3.3.j removed cybernetic faction from main file.[/color]
This is now a separate optional download. requires main file to work. link found here in original thread.
[b][color=green]Change Log: v3.3 Cybernetic Faction, traders and Fixes[/color][/b]
Added:
- Cybernetic Faction!!!
- New categories for items
- Cybernetic and nanotech sorted into weapons and apparel sections
- Cybertech Trader
- Trades all tyes of cybernetic goods
- Weapon Sounds
Changed:
- Nano advanced brain recipe
Fixed:
- Cyber Weapons:
- Rifle implimented
- Baton  dif resolved
- Nano Wepaons
- baton: dif resolved
- Rifle: wrong creation code fix
- sniper rifle creation code fix
- Turrets Issues:
- Cyber turret research fixed
- turrets ramped up in damage
- Cyber turret cost comes down
- Normal Body parts can now be surgically added
- Arm
- Leg
- Ear
- Eye
- Nose
- Jaw
- Stomach
- Fixed spelling and text in lots of places
[b][color=green]Change Log: v3.2 Weapons & Other Stiff[/color][/b]
Added:
- Cyber Weapons:
- Pistol
- Machinegun
- Rifle
- Sniper Rifle
- Bow
- Batten
- Cyber-Storm�
- Nano Weapons:
- Pistol
- Shorgun
- Rifle
- Sniper Rifle
- Bow
- Batten
- Nano-Swarm�
        - Turrets:
               - Nanotech and Cybernetic Advanced Machinegun Turrets
- Workbenches:
- Nano Rifling Bench
- Cyber rifling Bench
- Research:
- Rifling Technology
- Implants:
- Cybernetic Jaw
- Cybernetic Nose
- Melee Implant
- Skill at Arms Implant

[b][color=green]Change Log: v3.1 Factions![/color][/b]
Added:
- Jaffa Faction with Cybernetic Update
- Norbals Faction with Cybernetic Update
- RimTrooper Faction with Cybernetic Update
- nanotech jaw and nose recipe added
- Hydroponics basin is now modular (old removed)
Changed:
- Plasteel recipe now uses synthread not hyperweave
- implants no longer require hyperweave
- advanced implants require hyperweave
- Exoskeleton nurf to make standard and cybernetic more realistic in game
- nanothread grow time reduced
- all armour mob drop rate lowered
- nanofusion power tech order changed to require nanotechnology
Fixed:
- NanotechJaw Recipe was installing into the wrong place
Change Log: v2.1 to v2.4
Code: [Select]
[b][color=green]Change Log: v2.4 Balance, Change and Bug Fixes[/color][/b]
Added:
- Cyberskeleton - advanced from exoskeleton
- Nanoskin - lower form of cybernetic skin
- Advanced Visual and audio implants
Changed:
- Cybernetic helmet stats fixed and rebalanced
- Changed Cybernetic suit to cybernetic skin
- changed Cybernetic suit graphics
- Visual and audio implant stats reduced
Removed:
- Nanomites implant, wasn't practical
[b][color=green]Change Log: v2.35 Bug Fixes 20 Dec 14[/color][/b]
Changes:
- Bug fixes accross the baord
- balances of all systems for added content.
- reworked health difs and stat bonuses
- re-location of all armour sprites to align on body properly.
- decrsiption fixes on several items

[b][color=green]Change Log: v2.32 Bug Fixes 20 Dec 14[/color][/b]
Changes
        - More Bugs Resolved from compile, sorry for any inconvenience

[b][color=green]Change Log: v2.31 Bug Fixes 20 Dec 14[/color][/b]
Changes:
        - Apparel construction times increased.
        - Value of items changed to reflect construction material prices
        - buildable walls from nanomites, AI chips and processing chips removed
        - Duplicate Carbon fibre recipe removed

[b][color=green]Change Log: v2.3 Adding some removals 19 Dec 14[/color][/b]
Added:
- Body Part Removal for natural body parts
- Nanotech Nose & Jaw
- Cybernetic Nose & Jaw
- Plasteel recipes
- Nanotech armour (with new sprite)
- Cybernetic armour (with new sprite)
- Power Armour Recipe (at Biotech Workbench)
Changed
- Most Sprites have been updated to new and improved ones.

The cybernetics have arrived v2.2 17 Dec 14
Added:
- Medicine Recipe (Herbal + Cloth + Steel) implemented at Craftsmans bench.
- Cybernetics (Legs, Amrs, Hands, Liver, Lungs, Heart, Kidney, Stomach)
- Cybernetic Suit (expensive installs to sternum)
Changed:
- Arm prosthetics now install to the shoulder, this brings it in line with Tynens code.
- Nano-Brain stats improved
- Advanced Nano-Brain stats improved
- Stack limits, changed for different resource
Bug Fix:
- Work table priorities set to 116, 117, 118, 119 for the respective tiers to try reduce clutter for work given order
- Code in recipes removed form one large file to 7 small files consisting of around 600 lines each. to resolve clutter again.
- streamlines item code to cut back on all unnecessary things
- Evil code remove = <volumePerUnit>0.05</volumePerUnit>

Change Log: v2.1 complete rework to resolve large issues 16 Dec 14
Added:
- Bionics Workbench for creating bionics
- Bionics Research
- Cybernetics Workbench - for later use
- Processing Core - for later use
- AIChip - for later use
Changes:
- Nanotech research -> bionics research
- advanced nanotech research -> nanotech research
- recipes have mostly changed
Fixes:
- Nano generator now rotatable
- conflict with Apothecary's' mod
- fix issue with not being able to start processes
Removed:
Research:
- Biotech research -  it was unnecessary.
- Advanced Surgery - pointless
- Exoskeleton research - combined into nanotech and anvanced nanotech research
Workbenches:
- Biotech workbench -  it was unnecessary.
- Organ Press - not needed
Items:
- Nanosteel - over complicated recipes
- Nanoweave - over complicated recipes

Change Logs Form v1.0 to v1.6
Code: [Select]
v1.6 A little bit of growing..  14/12/14
BodyParts:
- Nanotech Arm 30% Manipulation per
- Nanotech leg 30% Movement per
- Nanotech hand Increased personal damage
- Nanotech eye 30% extra sight per
- Nanotech ear 30% hearing per
- Nanotech liver  filtration +30%
- Nanotech lung 30% Breathing per
- Nanotech heart 50% Blood Pumping
- Nanotech kidney  filtration +30%
- Nanotech stomach eating +20% & metabolism +20%
Medical Surgeries:
- Nanotech Arm, leg, hand, eye, ear,
- Nanotech liver, lung, heart, kidney, stomach
Buildings:
- Nanoponics - grow products with nano properties to aid you in your on quest of cybernetics.
- Nano Vine - makes nanothread
- Robotics Table now produces only Nanotech Organ Press makes Bionic.
Materials:
- Nanothread - material for advanced nano based production
- Nanoweave - made form nano thread at the Robotics Workbench
- NanoSteel - made from steel and Nanomites :D
Recipe:
- Nanoweave - Nanothread + Plasteel = strong material at the robotics table
- Nanotech Arm, leg, hand, eye,  all craftable at the robotics table
- Nanotechear, liver, lung, heart, kidney, stomach all craftable at the robotics table
- Bionic Arm - crafted at the organ press
- Bionic Leg - crafted at the organ press
- Bionic Eye - crafted at the organ press
Textures:
- Nanothread
- Nanoweaver
- Nanomites Updated
- Nano Vine
- Nanoponics Table 1x3w
- Nanosteel - shiny

v1.5 With Great Power.. 13/12/14
Buildings:
- Nano Fusion Plant - generates a lot of electricity, costs a lost of materials - rectangle building.
- Nano Fusion Battery - holds a vast amount more electricity - larger building
- both need nano fusion power research
BodyParts:
- Nano Brain - will restore a brain to normal function
- Advanced Nano Brain - will restore a brain and will improve functions
Recipes:
- Nano Brain at Robotics Workbench requires 'Plasteel' + 'Synthread' + 'Nanomites'
- Nano Advanced Brain at Robotics Workbench requires 'Visual Implant' + 'Audio Implant' + 'Plasteel' + 'Synthread' + 'Nanomites'
Research:
- Advanced Surgery - step through research with possible new surgery bench at some point.
- Nano Fusion - Nano electricity, crazy power exensive to build

v1.4 Expand and conquer 13/12/14
BodyParts:
- Bionic Liver with filtration +20%
- Bionic Kidneys with filtration +20%
- Bionic Stomach with eating +10% & metabolism +10%
- Bionic Jaw with eating +20%
- Bionic Nose with +20% breathing
- Carbon Fibre Leg - better than prosthetic 100%
- Carbon Fibre Arm - better than prosthetic 100%
Materials:
- Carbon Fibre - green cloth woven from cloth and steel
Recipes:
- bionic liver & kidneys & stomach at Organ Press
- bionic jaw & Nose at biotic workbench
- Carbon fibre material as well as carbon fibre leg & arm to craftsman bench
- Exoskeleton crafted at the robotics table (for now)
Research:
- Advanced Nanotechnology - Robotics Table
- Advanced Surgery - not used yet
- Exoskeleton Production -  not used yet
Workbench:
- Robotics Workbench - does everything a nanotech workbench does plus more
Textures:
- Robotics Workbench - Temp

<!-- v1.3 Continued Improvement 12/12/14 -->
Research:
- Organ production
Workbenches
- Organ Press, organ creating recipes moved to this station (temporary image)
Items:
- Updates Nanomites Materials Image they will be used for creating advanced nanotechs
Recipes:
- Updated Bionic lung, heart, ear to use hyperweave, synthread and plasteel all small amounts (crafting skill 9)
- Added Implant construction to the Nanotech Workbench
- Medical recipes now give exp
BodyParts:
- Nano and Advance Nano Brain (advanced brain is pretty cool ;) will improve most stats ) all can be installed


<!-- v1.2 Continued Improvement 12/12/14 -->
Items:
- Nanomites Crafting Materials
research:
- NanoTech, Craftmanship, Biotech
Workbenches:
- Craftsman Workbench, Bionics Workbench
- Biotics workbench texture
- craftsmans workbench texture
- updated nanotech workbench
Recipes:
- Bionic Lungs, Bionic Heart, simple prosthetic legs and arms, synthread, hyperweave, Nanomites

<!-- v1.1 Research and Production 11/12/14 -->
Workbenches - 4cost and time to build etc
- total of 4 workbenches will be available providing all manor of things
- bill for workbench have been added.
- workbench has image
Research - added technologies for further playability
- Prosthetics, Advanced Prosthetics, Nanotechnology, Advanced Nanotechnology
- will add prerequisites when it works properly
Head implant - added body part to humanoids implant no fix into socket
Exp Gain - 10% complete.

<!-- v1.0 Initial Outlay 09/12/14 -->
Nanomites - Increase sight ( i want this to become healing )
Exoskeleton - increased movement and manipulation.
Visual Implant - increases sight
Audio Implant - increases hearing
Bionic Ears - increase hearing
Bionic Heart - increase pumping of blood
Bionic Lung - increase breathing
Title: Re: [MOD] (Alpha 8) Cybernetic Storm
Post by: Igabod on December 11, 2014, 07:11:51 PM
Some screenshots would be nice.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm
Post by: elStrages on December 12, 2014, 09:48:09 AM
Some screenshots would be nice.

I have added a couple of screen now.  one of the workbench (which will be improved) and another of one of the items added stats.
Hope that helps.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm
Post by: MysticA3ther on December 12, 2014, 03:19:40 PM
looks great!

It would be even better if there was some kind of AI chip to replace the brain, for when your colonist gets shot in the brain and generally becomes useless.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm
Post by: elStrages on December 12, 2014, 03:28:58 PM
looks great!

It would be even better if there was some kind of AI chip to replace the brain, for when your colonist gets shot in the brain and generally becomes useless.
This is something I have looked into :) I will add it to the list.

Also Just updated the MOD
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.3A8 updated: 12/12/14)
Post by: Tbone9921 on December 12, 2014, 06:52:39 PM
Being able to craft bionic limbs would be nice. ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.3A8 updated: 12/12/14)
Post by: elStrages on December 12, 2014, 07:27:31 PM
Being able to craft bionic limbs would be nice. ;)
haha indeed, well they are in there, plus a few extras, I will be adding more advanced things as I go.
but here is my order of superiority for thins so eventually there will be 6 things for each limb :)
prosthetic > carbon fibre & original limb > bionic > Nanotech Enhanced > Cybernetic (living machine tissue)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.3A8 updated: 12/12/14)
Post by: Tbone9921 on December 12, 2014, 07:33:55 PM
Good. Looking forward to it. :P
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.3A8 updated: 12/12/14)
Post by: elStrages on December 12, 2014, 07:57:05 PM
Good. Looking forward to it. :P
I should hope so haha ;)

just had major drama getting it to upload but its now there is anyone couldn't find it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: pollgg12 on December 12, 2014, 10:29:45 PM
It wont let me open the folder for some reason it says the folder is invalid 
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: elStrages on December 12, 2014, 10:49:19 PM
It wont let me open the folder for some reason it says the folder is invalid

How strange, I have just checked and the file is fine.
and it has 15 downloads on mediafire.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: LilleJohn on December 13, 2014, 07:52:28 AM
Hmm....

But Yah it happens to me.
Can u Change the file to new one?

i cant open it ,it says folder is invalid

EDIT:NVM I FIGURED OUt
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: elStrages on December 13, 2014, 08:58:16 AM
What was the issue so I can try warn other people off?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: Ptolisgoodguy on December 13, 2014, 12:20:27 PM
I got the same problem but I don't know how to fix it.

HALP!

Me need good mod and this is good mod  :-[
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: elStrages on December 13, 2014, 01:43:37 PM
I got the same problem but I don't know how to fix it.

HALP!

Me need good mod and this is good mod  :-[

Is it the link here that is broken? The download from media file? or the actual received zip file that is the problem?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: isgrimur on December 13, 2014, 02:26:57 PM
---
CyberneticsStorm_v1.4.zip
File size: 191.15 KB
Uploaded: 2014-12-12 18:53:41
---
link (195.741 bytes) is fine. the file somehow is corrupted for windows zip (win7).
for short fix use something like 7z (http://www.7-zip.org/)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: elStrages on December 13, 2014, 02:31:09 PM
Damn my new computer. I will upload some different files and get them added!

EDIT: I have added a rar and a zip version of the file, hopefully that will resolve a few issues. I will look into adding it to another site later on this weekend.  But as it stands I would suggest downloading WinRAR or the above stated program to open the file.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: Dave-In-Texas on December 13, 2014, 04:32:45 PM
It wont let me open the folder for some reason it says the folder is invalid

How strange, I have just checked and the file is fine.
and it has 15 downloads on mediafire.

the zip version complained about an invalid archive.  using windows 8.1 native.
the rar version was  ok :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: elStrages on December 13, 2014, 06:07:05 PM
It wont let me open the folder for some reason it says the folder is invalid

How strange, I have just checked and the file is fine.
and it has 15 downloads on mediafire.

the zip version complained about an invalid archive.
the rar version was  ok :)
wonderful, thank you for the information, I will post both in future.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 14, 2014, 11:56:09 AM
Fully updated to v1.6 added a lot of content today, hope you enjoy it and let me know if there is any roubles.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: Dave-In-Texas on December 14, 2014, 01:05:03 PM
Thanks so much for posting both versions.  for whatever reason the way you are creating the zip archive is not understood by the built in compression tools for windows 8.1;  I have no desire to add another program for it so i'm glad you're posting rar.  it may not be handled natively but mZip handles them splendidly :)

I look forward to exploring the new content (and most of the old, hadn't got very far in on my last game)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 14, 2014, 04:29:24 PM
Your welcome, I'm just glad the issue was resolved :) happy gaming!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 15, 2014, 07:14:33 AM
Just had 450 downloads of this MOD. So just wanted to say thank you guys and gals :) it's nice to know people are interested.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: palandus on December 15, 2014, 01:56:46 PM
I'm curious, will you be making Bionic parts to repair specific damage that currently has no solution ingame?

Ex. If a Colonist gets a stab wound scar or have the "Bad Back" disease they keep those problems permanently.

So, do you think you might make a:
-> Bionic Spine = I suggest this to handle the "Bad Back" disease
-> Bionic Torso = When you have a torso stab wound, it remains forever
-> Bionic Ribs = When a rib gets shattered, it remains shattered permanently
-> Bionic Skull = For all those special head wounds that aren't brain damage

Otherwise, if you wanted to include a Bionic Foot / Bionic Hand, that might be useful as well for hand/foot related injuries (though a Bionic Leg or Bionic Arm fixes those problems anyway)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 15, 2014, 02:16:29 PM
I'm curious, will you be making Bionic parts to repair specific damage that currently has no solution ingame?

Ex. If a Colonist gets a stab wound scar or have the "Bad Back" disease they keep those problems permanently.

So, do you think you might make a:
-> Bionic Spine = I suggest this to handle the "Bad Back" disease
-> Bionic Torso = When you have a torso stab wound, it remains forever
-> Bionic Ribs = When a rib gets shattered, it remains shattered permanently
-> Bionic Skull = For all those special head wounds that aren't brain damage

Otherwise, if you wanted to include a Bionic Foot / Bionic Hand, that might be useful as well for hand/foot related injuries (though a Bionic Leg or Bionic Arm fixes those problems anyway)

In short yes, in long yes

Long version:  I plan on adding a lot of things like this, my main issue s things like the torso are an overriding body part, so if you install to that location it uninstalls everything bellow it, because of the way the pawns are coded. I plan on adding metal bones into the game as well as a range of armours.  I will be updating the whole thing this weekend in one massive update. I want to get a big one in before xmas. I will also be adding a vast range of implants and 4 tiers of implant will be available. weapons, mechs and so on, it will be all uber Cybernetic.
My main issue with the whole process is not being able to install multiple items in once surgery.

I hope that helps and see the spoiler bellow

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 15, 2014, 05:12:52 PM
I have been told about some possible issues with the MOD things not being created. Is there a tester out there who can help me with combing the current 1.6 version for faults?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: EvilNickolas on December 15, 2014, 06:14:00 PM
Is there some reason why the nano fusion reactor cant be rotated?

also, i had a look. i can understand why people think that items are missing/not being loaded.

in the mods description you mention items such as Nanoponics, the nano weave/thread/steel, and the nano organ/body parts.

but i take it that fact i cant find a single trace in the files in regards to these items means that they aren’t implemented yet? (ive only recently started to use this mod, so i don’t know whether they were in previously or not)
 
i have a feeling that this is why people think items are missing.

(ps: i had to use the rar version of alpha 8 because the zip ver was corrupted)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 15, 2014, 06:27:25 PM
Thanks for the information are you using the most current version 1.6 as they should all be in there. I double checked before I uploaded it and I don't add stuff to the chane log unless it's in there. In the mod folder under Defs and thing defs should be an items resource in there should be all the resource data.
Can you double check this for me may have made a big boo boo

As for the generator it's because they are part of the generators which are all square and don't need to rotate. I think need a dll updated to include them in order to rotate it. But I will look into it thanks :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: npeters6546 on December 15, 2014, 08:56:02 PM
First off let me say that you sir have done an awesome job so far and I think you have an amazing vision for what you want this MOD to be. On that note, I've been using your mod for the last few days hoping it could fill the void left by the lack of update to the extended surgery and biotic parts and I've noticed a few things so far that need fixing and maybe some tweaking.

Things that need fixing:
-You cannot create the brain or advanced brain. You can create a bill for them but pawns will never build either of them. Same with the nano implant.
-When I try to create nanoweave it instead makes carbon fibre.
-Cant rotate the nano power plant.

Suggestions:
-IMO it would be nice to have just the 3 tiers of augments: Biotic<nano<cybernetic. It gets hard to keep track of all the different parts.
-Cybernetic organisms should be made in growing tanks with human meat and require alot of time to grow
-Too many crafting tables. Maybe mechanical table for Biotic parts, a fusion table table for nano parts, and growing tank for cybernetic. So 3 tables in total?
-I think biotic parts shouldn't require cloth. Maybe just the prosthetic limb and plasteel? Brains could require nanites and Ai core.
-It would be nice to see larger resource requirements for recipes and less "tedious" requirements like converting cloth to synthread. Like instead of 5 synthread 5 hyperweave 10 plasteel and 1 nanites have it be 75 cloth 20 plasteel and 1 nanites

These are just some ideas I have and maybe they're not as good as I think but I am really excited for this MOD and just saying whats on my mind. if you want any help testing or any idea hit me up.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: palandus on December 16, 2014, 02:12:58 AM
I just thought of another thing, to see if you can fix it or not:

A parts install slider. What I mean by this is if you have a ton of bionic parts all in storage the list of possible work to do can get so large that you cannot see all of the parts possible to be installed. Do you know if you can implement a slider to fix that issue when having tons of installable parts?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 02:50:57 AM
Wow thanks for the comment it's much appreciated.
I will answer the slider question with. I will look into it but I'm not sure about how to get a slider as it's a pop out menu of just entries. I will look into the dll but I'm not sure if it is possible.

As for your suggestions I do agree with some stuff.  My original idea was to have prosthetics that go in this order: wood> Carbon> bionic> nano> cybernetic. 60% 95% 120% 140% 160%. Thus the five work benches.

For the materials I wanted to add in some new things I may keep it down to Nanomites and Nanothread as the Nanothread is specially grown and can be used in conjunction with Nanomites to make most things with plasteel. Again keeping hyperweave and synthread  for more advanced recipes, those ingredients need to be in there to make it harder to build up. I may remove nanosteel and nanoweave as to reduce the 'tediousness' of the process.

The nano brains are actually annoying me as they work for me here. I don't know if I released them and then fixed them. It really stumped me. I will go through my code and see what's happening.  My main problem is that these issues may not be registered because the code is correct it's just pointing in the wrong direction. I need more people like yourself pointing this out!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: MisterLock on December 16, 2014, 02:51:38 AM
So...Little question?Does this essentially replace the Extended Bio Organs mod by Minus?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 04:10:05 AM
It doesn't directly replaces it but adds a different swing, I don't have specific removal of organs, if he updates his to alpha 8 then people could use either or, I would say that for now its a good alternative, but some peoples loyalty may lay with Minus :D (also I don't know if he is updating it to alpha 8)

EDIT: also I have just added a video to the main page and here! It shows me being able to create the nanobrains and implants, so hopefully tonights release will have resolved this issue :)
Nanobrains Video (http://youtu.be/dSwdowzzxzg) - ClickHere

EDIT:  Fixed the rotatable issue for the generator, forgot to remove a piece of code cunningly designated <rotatable>false</rotatable>:)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: BajtMe on December 16, 2014, 04:21:16 AM
I am having problems getting this mod to work. I keep getting error messages at the start of a new game. I have tried moving it around in the load order but i've been having no luck solving the problem. I can only guess it has to be a conflict with another mod. Any help would be appreciated.

screen of my most recent failiure



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 04:35:21 AM
I am having problems getting this mod to work. I keep getting error messages at the start of a new game. I have tried moving it around in the load order but i've been having no luck solving the problem. I can only guess it has to be a conflict with another mod. Any help would be appreciated.

screen of my most recent failiure

The xml code in yellow, that is causing the error - baseMaterialType - isn't from my mod, I have searched for it in the files and it isn't there.
I have been told about issues with the apothecary mod, that may be a start.
Any mod that adds code to the Humanoid pawn file will conflict as this is core file that is edited to make it possible to install new parts
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: BajtMe on December 16, 2014, 04:45:31 AM
Thank you. At least now i have somewhere to start.  :) I am/was aware that it is not a bug per se in your mod causing it, as i wrote above i was guessing it was a conflict of some kind and i was hoping for a bit of insight from someone who knows rimworld modding. The reason i asked here is that whit Cybernetic Storm enabled the message is there, and when it's disabled it's not. Also the various organs spawning out of bounds thing made me guess this was the place to go.  ;D Anyways, i'll keep trying. I really want this one to work.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 04:48:52 AM
Thank you. At least now i have somewhere to start.  :) I am/was aware that it is not a bug per se in your mod causing it, as i wrote above i was guessing it was a conflict of some kind and i was hoping for a bit of insight from someone who knows rimworld modding. The reason i asked here is that whit Cybernetic Storm enabled the message is there, and when it's disabled it's not. Also the various organs spawning out of bounds thing made me guess this was the place to go.  ;D Anyways, i'll keep trying. I really want this one to work.

It perfectly fine buddy as you have a issue and it may have been caused by me. and im hapy to try and help resolve it :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: BajtMe on December 16, 2014, 04:53:30 AM
That did it! Thank you very much! I was certain i had tried disabling every other mod in my list but i must have messed up somehow. Anyway, without the Apothecary mod everything is all unicorns and rainbows. Can't say i am happy to see the soylent green go but if i have to chose... well. Might want to list it in the op as a conflicting mod to avoid more troublesome modding impaired people like me.  ::)
Now, if you will excuse me, i'm off to play the game.  :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 04:56:15 AM
That did it! Thank you very much! I was certain i had tried disabling every other mod in my list but i must have messed up somehow. Anyway, without the Apothecary mod everything is all unicorns and rainbows. Can't say i am happy to see the soylent green go but if i have to chose... well. Might want to list it in the op as a conflicting mod to avoid more troublesome modding impaired people like me.  ::)
Now, if you will excuse me, i'm off to play the game.  :)

Thanks I will do! I will look at the mod at some point and see where the confliction lays, I may be able to make a workaround.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 05:10:37 AM
That did it! Thank you very much! I was certain i had tried disabling every other mod in my list but i must have messed up somehow. Anyway, without the Apothecary mod everything is all unicorns and rainbows. Can't say i am happy to see the soylent green go but if i have to chose... well. Might want to list it in the op as a conflicting mod to avoid more troublesome modding impaired people like me.  ::)
Now, if you will excuse me, i'm off to play the game.  :)
I have added a hotfix for you mate which should resolve the issue of the Apothecary Mod

HOTFIX for MODs:
Apothecaries Alpha 8 MOD (https://ludeon.com/forums/index.php?topic=5450.0)
   - Please see attached file for bodyparts to be placed in RimWorld651Win\Mods\CyberneticsStorm\Defs\BodyPartDefs

Hope this helps.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: theubie on December 16, 2014, 06:50:22 AM
Just adding to the previously reported bug:

Attempting to create Nanoweave instead creates Carbon Fiber.  Need to be fixed in Recipies_CS in your next patch.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 07:25:12 AM
Just adding to the previously reported bug:

Attempting to create Nanoweave instead creates Carbon Fiber.  Need to be fixed in Recipies_CS in your next patch.

Thanks. Bug fixed :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: old_sinh on December 16, 2014, 11:27:41 AM
Bug with remove body parts. With a slain enemy with bionic kidney I can get as much kidney as Medkit I have.. (sorry 4 bad eng)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.6A8 updated: 14DEC14)
Post by: elStrages on December 16, 2014, 01:15:00 PM
Bug with remove body parts. With a slain enemy with bionic kidney I can get as much kidney as Medkit I have.. (sorry 4 bad eng)

This is a problem even for the core game, if someone dies with all bionics even the ones hard coded, if you can add the bill to remove it, but you wont get anything from it just waste medicine.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 16, 2014, 06:38:36 PM
Thanks to everyone who helped me in resolving some of the issue, I have completely redone most of the mod to streamline and smooth out the crap bits, anyone willing to give it a bash and let me know if they can break it would be great. I have played it for 3 -4 hours but I may have missed some stuff.
Again thanks and happy gaming!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: millenium on December 16, 2014, 09:43:49 PM
i just shattered someones spine anything in this mod fix that?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 16, 2014, 10:50:06 PM
Exoskeleton :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: millenium on December 16, 2014, 11:11:47 PM
thanks
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: kokuto on December 16, 2014, 11:38:10 PM
One of the strange things to me is the nano brains take far more to construct but give lower star boosts compared to the vanilla brain implants like bionic brain pal. Also perhaps you should make those craftable on the bioncs table.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: theubie on December 17, 2014, 12:57:18 AM
Out of curiosity, you think you can work in either using herbal medicine for surgery or a way to make medicine?  Not sure if that's out of the scope of what you're doing with the mod, but it would make life better for those of us who have trouble trading for them.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 01:54:54 AM
Out of curiosity, you think you can work in either using herbal medicine for surgery or a way to make medicine?  Not sure if that's out of the scope of what you're doing with the mod, but it would make life better for those of us who have trouble trading for them.

I will have a look at the medicine side of things it shouldn't be hard at all to make medicine. Is there a particular set if ingredients you liked for the recipe? I would try to make to the recipes with the other medicine but unless it already has a group class I can use it would mean ediditing parts of the core game if which I try not to do for compatability reasons. Either way I will have a look :) it's probably something I should have always had in lol

EDIT: I have looked though and there is no such thing as a bionic brain in vanilla. what exactly is the item called?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 01:56:28 AM
One of the strange things to me is the nano brains take far more to construct but give lower star boosts compared to the vanilla brain implants like bionic brain pal. Also perhaps you should make those craftable on the bioncs table.

Oh really. Cool well thanks. I guess I havnt looked I to the vanilla brains as I didn't think there were any. Are you con about the so persona core? I will have a look and adjust the stats accordingly.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: kokuto on December 17, 2014, 05:23:18 AM
I will test out the new build of this first, I think since you are aware of nano brain issues now you can make them superior to the flesh brains and the vanilla bionic brains as it should be.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 07:39:52 AM
I will test out the new build of this first, I think since you are aware of nano brain issues now you can make them superior to the flesh brains and the vanilla bionic brains as it should be.

Much appreciated thanks :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: theubie on December 17, 2014, 10:09:18 AM
Herbal Medicine is in the eType of Medicine, per the Item_Resources. 

I think, though that making Medicine would probably be better than being able to use herbal in the long run as it would also be an investment of time.  Maybe 10:1 ratio?  10 herbal to 1 medicine.  Would also be ok with having a requirement of steel with it as well (herbal medicine looks like a bundle of plants, while medicine looks like some sort of medkit).  Maybe 10 or 20 herbal + 5 steel?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 10:41:14 AM
Herbal Medicine is in the eType of Medicine, per the Item_Resources. 

I think, though that making Medicine would probably be better than being able to use herbal in the long run as it would also be an investment of time.  Maybe 10:1 ratio?  10 herbal to 1 medicine.  Would also be ok with having a requirement of steel with it as well (herbal medicine looks like a bundle of plants, while medicine looks like some sort of medkit).  Maybe 10 or 20 herbal + 5 steel?
Making them is defo the better idea. I was thinking this:
10 herbs > 5 cloth    > 2 steel
Medicine > bandages > tools

EDIT: I have added this into the game with the above recipe
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: kokuto on December 17, 2014, 11:47:52 AM
I'm not sure if this is a bug or some incompatibility thing on my end.

The cybernetics table presently only allows the creation of AI chips (for me). I had already researched cybernetics. I saw on a merchant something about a cybernetic suit and cybernetic armour, but it was all too expensive for me to purchase and try out.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 11:51:24 AM
I'm not sure if this is a bug or some incompatibility thing on my end.

The cybernetics table presently only allows the creation of AI chips (for me). I had already researched cybernetics. I saw on a merchant something about a cybernetic suit and cybernetic armour, but it was all too expensive for me to purchase and try out.
Not a bug, a temporary setup, as some parts were not complete on last issue, but I needed to get out the current version to resolve a large amount of bugs. As you say you saw the Cybernetic Suit, items are in just not completely finished. Sorry For This!

Also there are no Vanilla brains that I have seen, when you referred to this earlier, what specific item was it you were referring to?

On another not and just for peoples information I have put the whole thing up on moddb now. if you could have a look it would be great thanks.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: theubie on December 17, 2014, 12:36:43 PM
Herbal Medicine is in the eType of Medicine, per the Item_Resources. 

I think, though that making Medicine would probably be better than being able to use herbal in the long run as it would also be an investment of time.  Maybe 10:1 ratio?  10 herbal to 1 medicine.  Would also be ok with having a requirement of steel with it as well (herbal medicine looks like a bundle of plants, while medicine looks like some sort of medkit).  Maybe 10 or 20 herbal + 5 steel?
Making them is defo the better idea. I was thinking this:
10 herbs > 5 cloth    > 2 steel
Medicine > bandages > tools

EDIT: I have added this into the game with the above recipe

Hmm, didn't think of the cloth idea.  I created a quick mod using herbs and steel only, but the cloth addition is a good touch.  I'll just drop my mod and wait for your release with this included.  (Wasn't too thrilled with the workbench texture I made anyway. :P)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 12:49:30 PM
Herbal Medicine is in the eType of Medicine, per the Item_Resources. 

I think, though that making Medicine would probably be better than being able to use herbal in the long run as it would also be an investment of time.  Maybe 10:1 ratio?  10 herbal to 1 medicine.  Would also be ok with having a requirement of steel with it as well (herbal medicine looks like a bundle of plants, while medicine looks like some sort of medkit).  Maybe 10 or 20 herbal + 5 steel?
Making them is defo the better idea. I was thinking this:
10 herbs > 5 cloth    > 2 steel
Medicine > bandages > tools

EDIT: I have added this into the game with the above recipe

Hmm, didn't think of the cloth idea.  I created a quick mod using herbs and steel only, but the cloth addition is a good touch.  I'll just drop my mod and wait for your release with this included.  (Wasn't too thrilled with the workbench texture I made anyway. :P)

yeah cool, I will just introduce mine into the craftsman's workbench
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: Haplo on December 17, 2014, 01:02:46 PM
Just for your info: The BrainPals aren't really vanilla, but from Miscellaneous :)
Their price is just roughly set to fit the vanilla bionics. At least for alpha 7. I didn't look if the prices were increased in alpha 8 yet, so they may be too low..
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: Dave-In-Texas on December 17, 2014, 01:41:33 PM
Herbal Medicine is in the eType of Medicine, per the Item_Resources. 

I think, though that making Medicine would probably be better than being able to use herbal in the long run as it would also be an investment of time.  Maybe 10:1 ratio?  10 herbal to 1 medicine.  Would also be ok with having a requirement of steel with it as well (herbal medicine looks like a bundle of plants, while medicine looks like some sort of medkit).  Maybe 10 or 20 herbal + 5 steel?
Making them is defo the better idea. I was thinking this:
10 herbs > 5 cloth    > 2 steel
Medicine > bandages > tools

EDIT: I have added this into the game with the above recipe

Hmm, didn't think of the cloth idea.  I created a quick mod using herbs and steel only, but the cloth addition is a good touch.  I'll just drop my mod and wait for your release with this included.  (Wasn't too thrilled with the workbench texture I made anyway. :P)

yeah cool, I will just introduce mine into the craftsman's workbench

Excellent :)

Quote
Just for your info: The BrainPals aren't really vanilla, but from Miscellaneous
He beat me to it lol :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: npeters6546 on December 17, 2014, 01:53:01 PM
I noticed that all the prosthetic arms actually get put in the shoulder slot when performing an operation not just the simple prosthetic one so if you remove the part to upgrade it you cant install a new one again. I am also having problems creating any of the nano parts, I can create bills but pawns dont do them just like the brain crafting before. The only recipe at the nano table that seems to work is create some nanites.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Major Update(v2.1A8 updated: 16/12/14)
Post by: elStrages on December 17, 2014, 02:42:20 PM
Just for your info: The BrainPals aren't really vanilla, but from Miscellaneous :)
Their price is just roughly set to fit the vanilla bionics. At least for alpha 7. I didn't look if the prices were increased in alpha 8 yet, so they may be too low..
thanks for the information.

I noticed that all the prosthetic arms actually get put in the shoulder slot when performing an operation not just the simple prosthetic one so if you remove the part to upgrade it you cant install a new one again. I am also having problems creating any of the nano parts, I can create bills but pawns dont do them just like the brain crafting before. The only recipe at the nano table that seems to work is create some nanites.

Yeah been getting this a lot, I am in the process of separation out code, because im on about 5000 lines in one xml for the recipes, im hoping this will resolve a lot of the problems.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 17, 2014, 04:49:01 PM
Ok everyone who was saying about the brains and things not working. Well I think I resolved the issue, it was on piece of code in nanomites item -->  <volumePerUnit>0.05</volumePerUnit>  <-- it wasn't incorrect code so didn't show up in the log,  it was just trying to use  like silver and gold so ultimately completely destroyed things up.

EDIT: Updated to version 2.2 again any bugs please let me know, I'm hoping I have ironed them out now ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: npeters6546 on December 17, 2014, 06:10:52 PM
Ok everyone who was saying about the brains and things not working. Well I think I resolved the issue, it was on piece of code in nanomites item -->  <volumePerUnit>0.05</volumePerUnit>  <-- it wasn't incorrect code so didn't show up in the log,  it was just trying to use  like silver and gold so ultimately completely destroyed things up.

EDIT: Updated to version 2.2 again any bugs please let me know, I'm hoping I have ironed them out now ;)

You are doing a terrific job staying on top of these little problems. A mod of this caliber is bound to have many issues and im glad to see you constantly updating and fixing them. Keep it up man.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: Dave-In-Texas on December 17, 2014, 07:09:31 PM
Ok everyone who was saying about the brains and things not working. Well I think I resolved the issue, it was on piece of code in nanomites item -->  <volumePerUnit>0.05</volumePerUnit>  <-- it wasn't incorrect code so didn't show up in the log,  it was just trying to use  like silver and gold so ultimately completely destroyed things up.

EDIT: Updated to version 2.2 again any bugs please let me know, I'm hoping I have ironed them out now ;)

You are doing a terrific job staying on top of these little problems. A mod of this caliber is bound to have many issues and im glad to see you constantly updating and fixing them. Keep it up man.

Here here!  Excellent work (all of your mods not just this one), thank you!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: kokuto on December 17, 2014, 10:29:19 PM
I guess its about time that my colonists turn into 'Adam Jensen'. There is one thing though. Would you consider adding some sort of bionic/cybernetic skull and torso part since you appear to be going all the way?

Despite all the implants, our colonists are weirdly squishy in many areas. Although I notice my near complete cyborg colonists (if only I can consistently outfit every part of them) seem to be rather resistant to dying, unlike the regular ones but still sustain significant damage when facing large numbers of foes.

Edit: After some consistent testing, the cybernetic implants do seem to be holding up fairly well. My colonists still sustain damage in areas like the ribs which unfortunately cannot be redressed at this point.

However, I have a suggestion now. I suddenly recalled Raiden of the Metal Gear Solid (and Revengence) series while outfitting my colonists with as many cybernetics as I could manufacture. Do you think you could come up with a 'cybernetic ninja body' which would be put to the highest tier of the cybernetic tier? Its stats could be a step above even a fully cybernetic implanted colonist to allow for crazy shit like letting the pawn melee a horde of tribals (or Jaffa) and survive.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 02:01:33 AM
Thansk for all the nice comments guys.

As for the lovely guy above. I have made the cybernetic suit which I will change the sternum and ribs.
As for the torso. I you place anything on the torso it will remove every other body part as that's the way the code is writing. It's not individual body parts but like a string puppet. The torso is the main body part which all other attach. It's the same problem with the hands if you implant an arm you loose the entire are. You implant to torso you loose everything.
The skull I will be doing. Because the body parts health cannot be increase so a nano arm will have 25hp and a cybernetic are will have 25 hp I am in the middle of make nanotechnology and cybernetic armour for the next update :)

Hope that helps :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: kokuto on December 18, 2014, 05:29:00 AM
Ah that's understandable, certain coding limitations.

Is it possible to have neck implants though? And perhaps nanotech or cybernetic noses? Its funny because despite how the cybernetic colonists can keep standing and fighting through a lot of gunfire (from project armoury), they get their noses blown off and things like that.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 07:35:46 AM
Ah that's understandable, certain coding limitations.

Is it possible to have neck implants though? And perhaps nanotech or cybernetic noses? Its funny because despite how the cybernetic colonists can keep standing and fighting through a lot of gunfire (from project armoury), they get their noses blown off and things like that.
I made a bionic nose, but I suppose I can add in a nanotech and cybernetic one too.
And neck i believe the head attaches to it, so again problem would be you might loose the entire head lol
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 08:18:26 AM
Update:
Quick update of what is going on, i am looking at all the textures today. This idea is to get rid of the plain boring sprites and improve them for the player, make them individual and easily identifiable.
Bellow you can see what i have done so far and the changes being made. Hope you enjoy and Happy Gaming
Changes: Old to New
Craftsmans Workbench
(http://i.imgur.com/vEW9gA3.png) to (http://i.imgur.com/q4QI2RU.png)
Biotech Workbench
(http://i.imgur.com/8c5XIYv.png) to (http://i.imgur.com/UawqYGZ.png)
Nanotech Workbench
(http://i.imgur.com/31MFjh6.png) to (http://i.imgur.com/3h7M3Rk.png)
Cybernetic Workbench
(http://i.imgur.com/gBoLobn.png) to (http://i.imgur.com/ukdRav6.png)
Nano Battery
(http://i.imgur.com/O6gmMiD.png) to (http://i.imgur.com/xmYUU63.png)
Nano Generator
(http://i.imgur.com/CtuNKXt.png) to (http://i.imgur.com/XgCAYaA.png)
Nanothread
(http://i.imgur.com/76TLufT.png) to (http://i.imgur.com/YE49NjP.png)
Nano Vine
(http://i.imgur.com/A5gML9W.png) to (http://i.imgur.com/WMnWRvl.png)
Carbon Fibre
(http://i.imgur.com/ljOLpyL.png) to (http://i.imgur.com/MFpdWC3.png)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: john pretzel on December 18, 2014, 12:11:57 PM
elStrages thanks for sharing this mod. It's amazing!

I wish you could add the removal of more organs beyond the default setting - arms, legs, ears, etc like the extended surgery mod because it would be fun to release a prisoner with just bare minimum to the enemy and be thanked by it lol. Besides that, I think you're doing a good work - as for me, I'm already fine with the bionic stuff but the additions are welcoming!  ;D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: kokuto on December 18, 2014, 12:25:21 PM
Will the update be compatible with present save files or will it require another start?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 12:39:19 PM
elStrages thanks for sharing this mod. It's amazing!

I wish you could add the removal of more organs beyond the default setting - arms, legs, ears, etc like the extended surgery mod because it would be fun to release a prisoner with just bare minimum to the enemy and be thanked by it lol. Besides that, I think you're doing a good work - as for me, I'm already fine with the bionic stuff but the additions are welcoming!  ;D
I didn't want to tread to much on them toes but I will be yes.
I think it's probably for the best. I will look into it soon.

Will the update be compatible with present save files or will it require another start?
Yes I hope so :) I'm not changing old code just add new stuff
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: john pretzel on December 18, 2014, 01:02:34 PM
No need to go to toe detail  ;D, arms, legs, brains and ears are already fine. Cheers!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 01:36:14 PM
No need to go to toe detail  ;D, arms, legs, brains and ears are already fine. Cheers!
I added, arms, legs, ears, nose, eyes stomach and brain
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: john pretzel on December 18, 2014, 01:42:49 PM
No need to go to toe detail  ;D, arms, legs, brains and ears are already fine. Cheers!
I added, arms, legs, ears, nose, eyes stomach and brain

By the way, there's a user here that suggested harvesting organs from the dead. Take a look at the original thread, I brought up your work in my post,

https://ludeon.com/forums/index.php?topic=7704.0

If you think it can be fun to add to your mod. Totally your call.  ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 02:17:49 PM
By the way, there's a user here that suggested harvesting organs from the dead. Take a look at the original thread, I brought up your work in my post,

https://ludeon.com/forums/index.php?topic=7704.0

If you think it can be fun to add to your mod. Totally your call.  ;)
sounds good I will look into it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: SaymonCZ on December 18, 2014, 02:36:52 PM
Could you make it compatible with Jafas and Norbals?  ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 18, 2014, 03:47:42 PM
Could you make it compatible with Jafas and Norbals?  ;)
My version I am going to release works with both these mods, so realistically they should work with v2.1 and v2.2
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: john pretzel on December 18, 2014, 06:19:40 PM
I think the issue with the jaffas was solved with the copy/pasted code on recipe space, provided in that thread.

https://ludeon.com/forums/index.php?topic=7869.msg82115#msg82115

But the mod was updated. Check if the file has these entries.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: Chiasm on December 18, 2014, 07:07:04 PM
Thanks for a great mod. It's one of the reasons I keep playing atm. :)

Have you considered adding a way to craft Plasteel? I think it's the only material needed in your mod that isn't directly craftable somehow. Maybe steel + synthread or carbon fibre?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 19, 2014, 02:32:12 AM
Thanks for a great mod. It's one of the reasons I keep playing atm. :)

Have you considered adding a way to craft Plasteel? I think it's the only material needed in your mod that isn't directly craftable somehow. Maybe steel + synthread or carbon fibre?
I had considered it but I didn't want to make the mod too easy. Of all rare resources suddenly became craft able it would loose some of its challenge. I wanted to leave plasteel mineable or taken from enemy corpses. That is unless more people think it should be craftable.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: kokuto on December 19, 2014, 03:31:25 AM
Presently it does take a prolonged time to be able to manufacture any of the upper tier stuff. Certainly it makes for good challenges but at the same time, I think the standard metal resource being limited on most maps would limit the degree of crafting that is possible.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: Chiasm on December 19, 2014, 07:31:32 AM
I had considered it but I didn't want to make the mod too easy. Of all rare resources suddenly became craft able it would loose some of its challenge. I wanted to leave plasteel mineable or taken from enemy corpses. That is unless more people think it should be craftable.
Understandable. I prefer having the option to be completely self sufficient in games like this, even if it adds a lot of labor time. I lucked out in my current game and mined my base straight into a plasteel vein, but I would still prefer it to be craftable somehow. It seems a bit arbitrary to have plasteel be the only un-craftable material (unless there's something I haven't seen yet, not messed with cybernetics).
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 19, 2014, 08:56:00 AM
Presently it does take a prolonged time to be able to manufacture any of the upper tier stuff. Certainly it makes for good challenges but at the same time, I think the standard metal resource being limited on most maps would limit the degree of crafting that is possible.
Well that was the idea, to limit the amount of cybernetics people could just build, so not to have an army of cyborgs haha.

I had considered it but I didn't want to make the mod too easy. Of all rare resources suddenly became craft able it would loose some of its challenge. I wanted to leave plasteel mineable or taken from enemy corpses. That is unless more people think it should be craftable.
Understandable. I prefer having the option to be completely self sufficient in games like this, even if it adds a lot of labor time. I lucked out in my current game and mined my base straight into a plasteel vein, but I would still prefer it to be craftable somehow. It seems a bit arbitrary to have plasteel be the only un-craftable material (unless there's something I haven't seen yet, not messed with cybernetics).

Its a fair point, I will add it into the game, it not like people 'have' to use it :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 19, 2014, 08:57:06 AM
Just to let people know, that yesterdays update has been delayed just because I have been super busy, I will try and get it out tonight with some added extras! And sorry for the delay to anyone who was expecting it!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: john pretzel on December 19, 2014, 11:13:25 AM
Take your time elStrages, the mod is already fun to play as it is, we can wait  ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Hapy Cyber Day(v2.2 update: 17/12/14)
Post by: elStrages on December 19, 2014, 02:45:26 PM
Take your time elStrages, the mod is already fun to play as it is, we can wait  ;)
Cheers!

Look forward to tonight. Craftable: power armour(biotech table), nanotech armour(robotics table) and cybernetic armour(cybernetics lab) :D as well as plasteel(craftsman bench)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 19, 2014, 05:43:24 PM
Updated to Version 2.3 check the change log for whats been added and such, I hope you enjoy it.
I have a few more ideas in the pipeline that I want in before I start travelling for Christmas, but if there is anything you guys think you would like to see in the MOD just let me know. You all have had great ideas so far :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: john pretzel on December 19, 2014, 06:26:52 PM
Can't wait to try!

Btw, it would be interesting to improve the artwork not only for this mod but for others. Is any design tutorial for sprites here? I would like to try my hand at this.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 19, 2014, 06:35:53 PM
Can't wait to try!

Btw, it would be interesting to improve the artwork not only for this mod but for others. Is any design tutorial for sprites here? I would like to try my hand at this.

I'm not too sure. I do all my own spriting, I'm not great but I'm happy with what I have got here. I am getting better, I used to have a friend to do them for me , so I just did you code twisting.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: maloi on December 19, 2014, 08:36:15 PM
Great mod, but prices, recipes and amounts of work aren't balanced at all (e.g. nanothread is 12$ when hyperweave is 45$, power armored is made of 50 steel and 10 synthread which is 210$ while it costs 2500$, amount of work is <50 for most things (you need 400 work to craft a duster, but 25 to craft a power armor) etc). IMO you should consider balancing everything before making any further additions or changes.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 20, 2014, 03:06:48 AM
Great mod, but prices, recipes and amounts of work aren't balanced at all (e.g. nanothread is 12$ when hyperweave is 45$, power armored is made of 50 steel and 10 synthread which is 210$ while it costs 2500$, amount of work is <50 for most things (you need 400 work to craft a duster, but 25 to craft a power armor) etc). IMO you should consider balancing everything before making any further additions or changes.

Thanks for he feed back. Your the first person to point it out so thanks :) I will have a look in the original files and build a work and price ration :) again thanks :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: Dragoon on December 20, 2014, 06:09:24 AM
NOOO it's cost a crap ton now isn't it....
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 20, 2014, 06:14:33 AM
NOOO it's cost a crap ton now isn't it....
he's not on about resource amounts he's in about time to construct and buying prices :)
Edit: I will be lowering prices and increasing construction time.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: Kilderon on December 20, 2014, 07:39:04 AM
I kept getting red debug errors when starting a new colony, managed to narrow it down to this mod.

Attached is an image of the debug screen with one of the errors highlighted for more detail. Saved in jpg to meet the storage limits, still seems legible to me if you zoom in, but I can link a better copy if you need it.

EDIT: Fixed the image by cropping out all the unnecessary parts and saving it as a PNG, should be much clearer and easier to read now.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: maloi on December 20, 2014, 07:50:35 AM
he's not on about resource amounts he's in about time to construct and buying prices :)
Edit: I will be lowering prices and increasing construction time.
Well, some recipes sure need an increase in amounts of resources and used labor at the same time (or decrease in price and nerf of stats).

Essentially, if we look at apparel we will see that the market price consists of raw material used in craft and of work put into producing finished item. For example leather duster has market price of 888$, uses 80 leather which is 600$, so you have 288$ of additional price coming from puting 400 units of work thus 1 unit of labor yields an income of 0,72$ and 68% of a price consists of raw material market prices. If you look on the whole apparel list you'll see that labor income is ranging from 0,7$ to 0,9$ per unit and materials being from 67% to 91% of a price.

My guess is that you could use these figures for balancing purposes. I can look some more into this (weapon production which also has different qualities so labor incomes will be pretty different) and provide you with excel tables if you're interested.

Right now you can craft power armor from 50 steel and 10 synthread labor which is 210$ when its' market price is 2500$ + 25 labor units thus resources being 8,4% of price and unit of labor yielding an income of 91,6$, which is ridiculously overpowered as you might have already understood.

Also, craftsman's workbench has a duplicated recipe of carbon fibre.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 20, 2014, 08:19:27 AM
I kept getting red debug errors when starting a new colony, managed to narrow it down to this mod.

Attached is an image of the debug screen with one of the errors highlighted for more detail. Saved in jpg to meet the storage limits, still seems legible to me if you zoom in, but I can link a better copy if you need it.

EDIT: Fixed the image by cropping out all the unnecessary parts and saving it as a PNG, should be much clearer and easier to read now.

Those errors will not effect your game, its just if they try to spawn my items on new colonists crashing in, and tbh im not sure how to get rid :)

he's not on about resource amounts he's in about time to construct and buying prices :)
Edit: I will be lowering prices and increasing construction time.
Well, some recipes sure need an increase in amounts of resources and used labor at the same time (or decrease in price and nerf of stats).

Essentially, if we look at apparel we will see that the market price consists of raw material used in craft and of work put into producing finished item. For example leather duster has market price of 888$, uses 80 leather which is 600$, so you have 288$ of additional price coming from puting 400 units of work thus 1 unit of labor yields an income of 0,72$ and 68% of a price consists of raw material market prices. If you look on the whole apparel list you'll see that labor income is ranging from 0,7$ to 0,9$ per unit and materials being from 67% to 91% of a price.

My guess is that you could use these figures for balancing purposes. I can look some more into this (weapon production which also has different qualities so labor incomes will be pretty different) and provide you with excel tables if you're interested.

Right now you can craft power armor from 50 steel and 10 synthread labor which is 210$ when its' market price is 2500$ + 25 labor units thus resources being 8,4% of price and unit of labor yielding an income of 91,6$, which is ridiculously overpowered as you might have already understood.

Also, craftsman's workbench has a duplicated recipe of carbon fibre.


Yeah I totally understand what you are saying form your first post. I am in the process of adjusting everything.

I have changed the carbon fibre issue, thanks for that.

The problem with the power armour is the cost of resource to actual worth, I may have to use plasteel to make it instead of as steel is only 2 silver per unit as apposed to 27 per unit, that or have 500 units of steel in a single power armour which is just stupid!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: maloi on December 20, 2014, 09:29:52 AM
I guess it wasn't intended to be able to build walls and other stuff from nanomites and ai/processing chips?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: elStrages on December 20, 2014, 09:45:00 AM
I guess it wasn't intended to be able to build walls and other stuff from nanomites and ai/processing chips?
Nope haha, thanks for the information, will change the resource type

All these bugs have been changed and will be re uploading in 5, hopefully this will balance a lot of the problems.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Armour Incoming!(v2.3 update: 19/12/14)
Post by: maloi on December 20, 2014, 10:05:31 AM
Nanoponics description "The table will grow nanotechnology products, including nanothread and ?!?.".
Cybernatics lab also has some mistakes in description.
Nanotech armour and helmet craft recipes don't show which resources are required, it says "usable ingredients" in every line.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 10:14:06 AM
Nanoponics description "The table will grow nanotechnology products, including nanothread and ?!?.".
Cybernatics lab also has some mistakes in description.
Nanotech armour and helmet craft recipes don't show which resources are required, it says "usable ingredients" in every line.

Thanks I will have a look, I think today will be a bug fix day lol

EDIT: as for the bottom one, I cant seem to resolve this issue, I may have to change the way the are coded.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 11:17:06 AM
On the topic of feedback, I'd like to note that the stats for the cyber and nano armors are incredibly OP. I'm looking into tweaking the stats, doing things like removing the move speed bonus from the helmet and chest armour (leaving it on greaves), lowering by alot the bonus temp changes (since chest and greaves give temps of 100+C and >100-C temps) removing workspeed bonus from greaves and helmet (leaving on chest). Would be cool to add helmet aiming speed modifier. Also my wife is a 3D artist and I'm having her change the armour textures to look different, changing the nano to be same color for armor and helmet, and changing the cyber armour to a dark grey with green visor (I like green). Also found out why the armor textures aren't in the right spots on pawns, she's fixing that for me now as I write this, seems the placement of the armor in the image was offset to far up and to the right. I can show you with screen shots what the look is now, with a comparison to regular power armor, and to the changes when she's done. If you want we can give the textures to you for use in the mod, it'll be a bit before i can get the screenshots using her changes,
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 11:25:54 AM
On the topic of feedback, I'd like to note that the stats for the cyber and nano armors are incredibly OP. I'm looking into tweaking the stats, doing things like removing the move speed bonus from the helmet and chest armour (leaving it on greaves), lowering by alot the bonus temp changes (since chest and greaves give temps of 100+C and >100-C temps) removing workspeed bonus from greaves and helmet (leaving on chest). Would be cool to add helmet aiming speed modifier. Also my wife is a 3D artist and I'm having her change the armour textures to look different, changing the nano to be same color for armor and helmet, and changing the cyber armour to a dark grey with green visor (I like green). Also found out why the armor textures aren't in the right spots on pawns, she's fixing that for me now as I write this, seems the placement of the armor in the image was offset to far up and to the right. I can show you with screen shots what the look is now, with a comparison to regular power armor, and to the changes when she's done.

Thanks for the feed back, I will change them as said as you have a valid point. As for the sprites, I cant sprite for shit so they are a direct copy from the original game files its just a colour overlay and slap dash of the power armour. if they are off my bad, but im not sure how off they are.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 11:43:11 AM
Wife says "you can't just copy paste or it will center it , you need to put dots in the corners and paste then remove the dots", as for how off they are she's almost done, and ill show you comparison shots
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 12:19:04 PM
Wife says "you can't just copy paste or it will center it , you need to put dots in the corners and paste then remove the dots", as for how off they are she's almost done, and ill show you comparison shots

thanks for the tip :) that's highly useful!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 12:23:42 PM
Here's the comparison shots, please don't mind the nano armour comparison being a vastly different color, i chose the wrong spawned in chest piece for the changed look, though the helmet is the same one in both shots. For the comparisons the one on the left is the default the one on the right is my wife's changes

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 12:54:54 PM
Oh yeah :) that is quite bad lol
I am going to get them changed now.
my favourite colour is green, I like the visor.. stolen
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 01:06:40 PM
yea I can provide the changed files if you want, the nano armor is just sharpened and repositioned, the cyber armor is what got a color change as well, you can use the nano ones in photoshop as a layer to reposition the cyber ones. and if you want the same sharpening we just did an unsharpen mask at 100% once (1.4 pixels). Wife's handle is Fisty

Feel free to use my proposed changed textures if you like the visor :), Wife says "he may thinks he sucks at spriteing but he did a good job other than some technical difficulties"

Also I already went ahead and modded my proposed changes to the suit/greaves/helm, all I did was remove temp & workspeed from all but the chest, removed movespeed from all but greaves, and added <AimingDelayFactor>0.2</AimingDelayFactor> for cyber and <AimingDelayFactor>0.1</AimingDelayFactor> for nano. That way they are slight improvements over regular power armor which has that reduction to move speed and work speed, Let me know if you want those too :)



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 01:18:09 PM
yea I can provide the changed files if you want, the nano armor is just sharpened and repositioned, the cyber armor is what got a color change as well, you can use the nano ones in photoshop as a layer to reposition the cyber ones. and if you want the same sharpening we just did an unsharpen mask at 100% once (1.4 pixels). Wife's handle is Fisty

Feel free to use my proposed changed textures if you like the visor :), Wife says "he may thinks he sucks at spriteing but he did a good job other than some technical difficulties"

Also I already went ahead and modded my proposed changes to the suit/greaves/helm, all I did was remove temp & workspeed from all but the chest, removed movespeed from all but greaves, and added <AimingDelayFactor>0.2</AimingDelayFactor> for cyber and <AimingDelayFactor>0.1</AimingDelayFactor> for nano. That way they are slight improvements over regular power armor which has that reduction to move speed and work speed, Let me know if you want those too :)

Thanks bud, I went through the old sprites and repositioned them, thanks again fella, I will add the mask and have a look :)
And thank you to you and your wife for pointing out my flaws.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 01:54:19 PM
yea no problem, glad we could help, its a great mod afterall. BTW if your interested to know, i also noticed that cyber armor was giving -60 temp, i changed it to -45 like the nano and regular power armors, also changed the move speed bonus from the greaves to 1/2 of their original values, because it still felt way to fast with cyber greaves and cyber limbs and exoskeleton you were flying around. Also noticed a bug while testing, if your pawn moves to fast, their texture disappears completely, they become invisible, easiest way to test is use your stock settings and try added 2 cyber legs and exoskeleton while wearing cyber greaves (or helmet or chest armor if you didn't make changes, only one piece is required) then you'll see that once your pawn wakes up they will leave the bed and dissapear, only reappearing when you reload your save (until they move again) or when they sleep in a bed
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 02:10:10 PM
Sorry i also need to mention to correctly have the bug happen, it has to also do with those implants and clothing while moving on ground that has move speed modifier of 144% (aka fast floors mod), from what I could gather if you move at >11cms and walk on floor that's 144% you disappear until reload, and even then if you ever walk on that floor again you go back to being invisible.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 02:14:35 PM
yea no problem, glad we could help, its a great mod afterall. BTW if your interested to know, i also noticed that cyber armor was giving -60 temp, i changed it to -45 like the nano and regular power armors, also changed the move speed bonus from the greaves to 1/2 of their original values, because it still felt way to fast with cyber greaves and cyber limbs and exoskeleton you were flying around. Also noticed a bug while testing, if your pawn moves to fast, their texture disappears completely, they become invisible, easiest way to test is use your stock settings and try added 2 cyber legs and exoskeleton while wearing cyber greaves (or helmet or chest armor if you didn't make changes, only one piece is required) then you'll see that once your pawn wakes up they will leave the bed and dissapear, only reappearing when you reload your save (until they move again) or when they sleep in a bed

Glad you like it! and I wanted the temperature to be lower. so that will stay, as for the speed, I had tested a bit but didn't with all the extra limbs, good should I will half them if it is causing problems!.  Btw you have been  very helpful so you will be going into the description with a few other people as key testers :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 02:19:08 PM
Ok, this is really hard to figure out just whats causing this, I still think its a max speed thing, but I just realised that the greaves are getting multiplied by the moving stat, so the +2 greaves are becoming +4 with things like legs+exo+cybersuit enhancements. looking at the code it seems you accedently made the armors of cyber all have 2.0 rather then 0.20
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 02:20:59 PM
Ok, this is really hard to figure out just whats causing this, I still think its a max speed thing, but I just realised that the greaves are getting multiplied by the moving stat, so the +2 greaves are becoming +4 with things like legs+exo+cybersuit enhancements. looking at the code it seems you accedently made the armors of cyber all have 2.0 rather then 0.20
yeah I had put that in it wasn't a mistake, I didn't realise I would case a massive issue, I have chanced them to .5 and .8 consecutively now

Anyways time to bath and feed my son, I will be back a bit later on tonight to continue improving and changing any more faults haha
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 02:46:12 PM
I think you should keep it to what you had before with nano being .1 and cyber being what it should of .2, because using your .8 someone without any implants who starts at 4.53c/s then goes 5.33c/s with the greaves, but someone with cyberlegs (both) & exoskeleton & cybernetic suit who now has a 10.65c/s (which is ridiculously fast, probably already to fast), then wears the greaves goes 12.49c/s, which now doesn't cause the invis bug, but becomes almost 300% move speed of default, if anything all that implanting and buffs from gear should be at most 200%, because this is also not taking into account the floor. At least the greaves at .2 it becomes 11.11c/s (for reference, norbal boots give +0.02, which can also be worn at the same time), I changed exoskeleton to .2 for both manipulation and moving, and the nano arms and legs to .25 instead of .3 and cyber legs and arms to .3 instead of .4, this change just so happens to bring the max upgrade to moving and manipulation to 200% when using both legs(and arms) and exoskeleton and cybersuit
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 03:00:33 PM
Yeah that was my plan originally to have cyber to max at 200% but then I forgot to take into account the cybernetic suit and exoskeleton add in different places once the cyber Eco suit cows in I will have to reduce the standard Eco down a bit more I think to give some clarity. As well as the nano suit. I was goi to do the mast when I got back to it but thanks for beating me to the punch haha!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 03:09:28 PM
well glad i could help with that. seems my tweaks work out for the better, here's my changed files I changed the armor to the things i mentioned before (i put back the -60 on the cyber), the cyber greaves to .2 and and left the nano at .1, and changed the arms and legs from .3 and .4 to .25 and .3 and the exoskeleton from .3 to .2 on both manipulation and moving

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 03:11:32 PM
well glad i could help with that. seems my tweaks work out for the better, here's my changed files I changed the armor to the things i mentioned before (i put back the -60 on the cyber), the cyber greaves to .2 and and left the nano at .1, and changed the arms and legs from .3 and .4 to .25 and .3 and the exoskeleton to .2 for both from .3

Ahh thanks for that dude! You didn't have to my mess and all. But I appreciate the help!

Also out of curiosity what is your display driver?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 03:18:41 PM
my graphics card is Nvidia Geforce GTX Titan and my driver is 344.11
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 03:25:07 PM
my graphics card is Nvidia Geforce GTX Titan and my driver is 344.11

Christ planning on seeing into the future are we. :D

I also got rid of he colour changer on the nanotech armour and went for a nice shade of in your face red :P you may want to back up your sprites if you want them, in the next release lol. I will probably release later once I have finished with some bits. I'm not sure what to ad next, tomorrow will be the last update before xmas.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: Darcclan on December 20, 2014, 03:33:32 PM
Oh i forgot to mention, dunno if you noticed/fixed this but the cybernetic arms, they show up as nanotech arms in the item description on the physical item and on traders, only way to tell them apart is checking the stats, they show up correctly on the health tab though (once installed)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 03:35:42 PM
Oh i forgot to mention, dunno if you noticed/fixed this but the cybernetic arms, they show up as nanotech arms in the item description on the physical item and on traders, only way to tell them apart is checking the stats, they show up correctly on the health tab though (once installed)

nice spot, changed ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: john pretzel on December 20, 2014, 04:32:54 PM
Elstrages, what can I do in the jaffa mod to be able to implant human organs in this race? I inserted the recipe content from your mod in this mod, file jaffa race xml in defs with all options you made but human organs don't show up in the list.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: maloi on December 20, 2014, 04:49:31 PM
Your code for stomach :
Quote
- <BodyPartDef>
  <defName>Stomach</defName>
  <label>Stomach</label>
  <health>10</health>
  <oldInjuryBaseChance>1</oldInjuryBaseChance>
  <skinCovered>false</skinCovered>
  <useDestroyedOutLabel>true</useDestroyedOutLabel>
- <activities>
  <li>Sight_source</li>
I guess it's kinda wrong in the end
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 06:00:27 PM
Your code for stomach :
Quote
- <BodyPartDef>
  <defName>Stomach</defName>
  <label>Stomach</label>
  <health>10</health>
  <oldInjuryBaseChance>1</oldInjuryBaseChance>
  <skinCovered>false</skinCovered>
  <useDestroyedOutLabel>true</useDestroyedOutLabel>
- <activities>
  <li>Sight_source</li>
I guess it's kinda wrong in the end

Old Code copy and not change trick lol, its not a sight source haha, thanks for the spot I deleted it, maybe that was the problem.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Bug Fixes!(v2.3 update: 20/12/14)
Post by: elStrages on December 20, 2014, 06:01:10 PM
Elstrages, what can I do in the jaffa mod to be able to implant human organs in this race? I inserted the recipe content from your mod in this mod, file jaffa race xml in defs with all options you made but human organs don't show up in the list.

I will have a quick look to see whats going on.

Edit:  Yeah that should have done the trick, I cant see why it wouldn't have worked unless it something to do with the mod order or mode distribution. I can only suggest maybe merging the mods.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 20, 2014, 06:24:14 PM
v2.35 - Bugs fixed and balances made!
Just want to ay thanks to everyone who has been a help in the last day or two especially (Darcclan (https://ludeon.com/forums/index.php?action=profile;u=31954), john pretzel (https://ludeon.com/forums/index.php?action=profile;u=21290), maloi (https://ludeon.com/forums/index.php?action=profile;u=32790)) as the ideas and flow of information has been very useful.
I hope you enjoy the new and improved version and I hope to add more content tomorrow, after which I will be putting the mod down till probably after xmas. I may have a few days of adding stuff in but it wont be released till maybe the new year. Im going to be super busy moving around the country seeing family.
Anyway, I hope you enjoy it, and Happy Gaming!

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: john pretzel on December 20, 2014, 11:39:25 PM
Great progress! Balancing is a very important part.. so it's good to hear.

I made some tests regarding human parts and it seems that natural parts can't be installed, in any case (I kept on humans, new games, quick tests). Bionic, cybernetic and nano parts are fine, they show up in the list to put. Also, I saw that besides the stomach, the bionic/etc jaw can be installed in its slot - this was verified in edb's prepare carefully colonist parts menu.

So, it was your option to keep it like this? It's a path to go, so that human organs just be used for selling, but not to put back. (I wish it could be used to replace other colonists bad parts, Frankenstein style!)

Anyway, enjoy your family visits and the time spent with them!  ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 21, 2014, 02:10:29 AM
Cheers bud.

Well I may have forgotten to add in a medical recipe for them lol. I will look and see today. I do have some content I want to add. Some final bits to smooth out progression in some areas :)

Possibly mg last day at it so make sure you let me know if you want anything else in.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: PapaDookie on December 21, 2014, 07:26:38 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 21, 2014, 08:12:28 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/

just doubled checked the release code and its fine, i'm not sure what the problem could be. I can only suggest re-downloading it and over writing the install.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: DestroyX on December 21, 2014, 08:16:02 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/

it doesnt have recipes in it, but they grow it automatically when you got free growers ^^



on a sidenote, you changed all the armorstuff, so it works again, which is nice.
however, the helmets give you aiming time +, so it actually makes you shoot slower.
i dont think this was intended, so... just sayin :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 21, 2014, 08:20:01 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/

it doesnt have recipes in it, but they grow it automatically when you got free growers ^^

on a sidenote, you changed all the armorstuff, so it works again, which is nice.
however, the helmets give you aiming time +, so it actually makes you shoot slower.
i dont think this was intended, so... just sayin :D
really, damn I will have a look.
yep that's a f**k up lol I have changed it to a - in the code, anyone who needs to change it should look in:
 CyberneticStorm>Defs>thingDefs>(apparel Name)
Its the bottom code set cant miss it, search for this <AimingDelayFactor>
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: Dragoon on December 21, 2014, 11:49:22 AM
I LOVE THIS MOD! The cyber helmet looks so badass dat glow!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 21, 2014, 12:27:04 PM
I LOVE THIS MOD! The cyber helmet looks so badass dat glow!
haha thanks :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Loadsa Fixes!(v2.35 update: 20/12/14)
Post by: elStrages on December 22, 2014, 10:06:53 AM
MOD freshly updated to v2.4 :) I hope you all like it as this is it until after Christmas.  Check the change log for full details, mostly a few changes and additions to the game. I hope you enjoy it and Happy Gaming.
NOTE: may not be back compatible if you have 'Nanomite Implants' Installed as these were removed form the game.

Just like to say thanks for the support, across the three downloads portals I had over 1500 downloads for v2.1 - v2.35 and I hope 2.4 does just as well!
So again I hope you enjoy it Merry Christmas and Happy New Year
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 22, 2014, 11:34:40 AM
I personally prefer the old nanotech to the red one.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 22, 2014, 11:47:49 AM
I personally prefer the old nanotech to the red one.
If you go into the files CS\textures\etc navigate to the armour and just edit the file change the colour as you want bud :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: pktongrimworld on December 22, 2014, 01:34:30 PM
Any fix on attaching normal human parts yet?


*still waiting on ways to attach all those harvested limbs from prisoners onto my pirate frontline conscripts*

*god knows I aint giving those guys the good stuff.


edit: woot, nvm they updated extended surgery!

WOOOT
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 22, 2014, 05:22:44 PM
um I built a nano brain for someone who got shot in the head but when I go over to operations the option to install it is not there.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 22, 2014, 06:51:50 PM
um I built a nano brain for someone who got shot in the head but when I go over to operations the option to install it is not there.
Should be, check in the files under thingsdefs/human there will be a list of install able items. If it's not in the list I deleted it somehow and I'm sorry. I'm on the road now and have no way to fix. You can always add the code yourself.  Again I am sorry
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Patriota on December 22, 2014, 07:08:48 PM
Are u compatibile your mod with extended surgery and bionics?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dave-In-Texas on December 22, 2014, 09:52:50 PM
um I built a nano brain for someone who got shot in the head but when I go over to operations the option to install it is not there.
Should be, check in the files under thingsdefs/human there will be a list of install able items. If it's not in the list I deleted it somehow and I'm sorry. I'm on the road now and have no way to fix. You can always add the code yourself.  Again I am sorry

in the newest version 2.4 rar, races_humanoid under Defs/thingdefs/  contains both
     <li>InstallNanoAdvancedBrainCS</li>
     <li>InstallNanoBrainCS</li>

so perhaps you have a version mixup or there is something more missing.  I have not played with that aspect of the mod yet.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 23, 2014, 01:58:56 AM
Are u compatibile your mod with extended surgery and bionics?

Te last version wasn't. I haven't checked this one but I just put no on the main description just in case. I wouldn't imagine it would be.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 23, 2014, 07:05:24 AM
in the newest version 2.4 rar, races_humanoid under Defs/thingdefs/  contains both
     <li>InstallNanoAdvancedBrainCS</li>
     <li>InstallNanoBrainCS</li>

so perhaps you have a version mixup or there is something more missing.  I have not played with that aspect of the mod yet.
[/quote]

I re downloaded says the same here is a screenshot.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 23, 2014, 09:49:26 AM
How strange. If it's in the list I'm not sure without looking deeper sorry. I will make a note and try and fix it when I can
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: 123nick on December 23, 2014, 04:04:30 PM
is it possible for there to be a compatibility patch between extended surgery and cybernetic storm?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: john pretzel on December 23, 2014, 05:21:02 PM
Perhaps if this mod dropped the bionic and human parts, and focus on the new implemented features, like the nano and cybernetic parts, and armors
 :)

But extended surgery still has issues with shoulder/arm parts and I'm yet to confirm if the brain surgery (install one) works.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 23, 2014, 06:01:11 PM
I'm not sure whats wrong but I cant install any body parts I don't know what could be conflicting here is the list i'm using.

imperial guard
alpha muffalo
animal hide working
animu hair
brain surgery
canned food
central heating mod
clutter
cook fire addon
cybernetic storm
edi(interface,prepare carefully)
ed(core,embrasures,shield)
e-headted floors for the emprah
guns+
hobo stove
jaffa kree
liandri corp
romance
mai
modular tables
more furniture
more hair
norbals
project haloverse
project armory
rim troopers
roof support
surgery extended bionics
uv ground lights
vas conduict hydrosteel

any else have these problems with any of these mods installed?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: john pretzel on December 23, 2014, 06:26:57 PM
Surgery extended? They mess wit the same thing.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 23, 2014, 07:01:32 PM
well the surgery one is new and I couldn't install the brain before.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 02:58:01 AM
is it possible for there to be a compatibility patch between extended surgery and cybernetic storm?


We will never be compatible. As we both edit the human pawn file. It wouldn't matter if I took bionics out.

Surgery extended? They mess wit the same thing.

It would most likely be this one. If his installs first or mine installs first it will stop the other working for the same reason above. The human difs
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 24, 2014, 06:42:09 AM
I tested it without any of the surgerys on (new colony) but I could only remove parts not install any.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 06:46:03 AM
I tested it without any of the surgerys on (new colony) but I could only remove parts not install any.
Oh crap -.- if this is true then it's unplayable and I am sorry
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Vas on December 24, 2014, 06:50:55 AM
I'm not exactly sure why but it seems your plant pot disappears when someone uses my hydroponics mod.  I haven't used your mod so I wouldn't know exactly why, and I looked at the files but the defs are clearly different, so not sure why it would be happening.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 07:04:53 AM
I'm not exactly sure why but it seems your plant pot disappears when someone uses my hydroponics mod.  I haven't used your mod so I wouldn't know exactly why, and I looked at the files but the defs are clearly different, so not sure why it would be happening.

Very obscure. I made a whole new table for the plants to grow on too so shouldn't even effect. I will add it to my notes to see if I can narrow it down!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 07:06:01 AM
Just to let everyone know if the current version here is broken ok miss ball previous versions are uploaded. You can back track to a working version till I can fix it. And I am sorry for any inconvenience.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Vas on December 24, 2014, 10:06:18 AM
Nvm, I there wasn't an issue with the two mods.  :P  See this (https://ludeon.com/forums/index.php?topic=8349.msg84884#msg84884).
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 12:53:12 PM
Nvm, I there wasn't an issue with the two mods.  :P  See this (https://ludeon.com/forums/index.php?topic=8349.msg84884#msg84884).

Wonderful. Yes I would love your modular code to put in. I can do it when I get a chance. I will place credit where due.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Vas on December 24, 2014, 01:30:19 PM
Nvm, I there wasn't an issue with the two mods.  :P  See this (https://ludeon.com/forums/index.php?topic=8349.msg84884#msg84884).

Wonderful. Yes I would love your modular code to put in. I can do it when I get a chance. I will place credit where due.

I'll work on the graphics and modular bit a bit later today maybe.  Oddly tired today, not sure why.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 24, 2014, 02:03:07 PM
It's cool. No rush!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: SaymonCZ on December 24, 2014, 03:26:14 PM
I cant do the operations on the Norbals and Jaffas :(
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 25, 2014, 08:16:38 AM
I cant do the operations on the Norbals and Jaffas :(
This is because they have anew human pawn class in the XML files. Unless you open them up and add in the operations you never will be able too. Sorry
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 25, 2014, 08:30:29 AM
-snip-

with those mods are you still able to do surgery on your colonists?
 (like installing body parts)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on December 26, 2014, 01:39:42 AM
How do I make nanothread? I can't seem to grow it in Hydroponic Beds (unless I'm missing a research)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 26, 2014, 02:13:17 AM
How do I make nanothread? I can't seem to grow it in Hydroponic Beds (unless I'm missing a research)

As long as it has power should automatically grow. If not some mods have randomly been effecting mine and I can only ask to try a new game with my mod to see if it's mine that's broken.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Exe19 on December 26, 2014, 06:16:48 AM
How do I make nanothread? I can't seem to grow it in Hydroponic Beds (unless I'm missing a research)
Use Nanoponics :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 26, 2014, 10:11:06 AM
I see what they are saying now. Yes it has it's own growing bed. It an electronically cybernetic plant :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on December 26, 2014, 09:10:05 PM
It's so weird this the the only mod i cant install stuff with I tested it out with the others.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Match on December 26, 2014, 10:20:55 PM
I cant do the operations on the Norbals and Jaffas :(
This is because they have anew human pawn class in the XML files. Unless you open them up and add in the operations you never will be able too. Sorry

Which XML would I need to edit? I'm attempting to edit this now.

*Edit* Nvm found it. Norbals.xml Races_Humonoid.xml. For anyone else wanting this. Replace the norbals.xml file in the norbals thingdefs folder with this one.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: olvido on December 27, 2014, 12:18:42 AM
i was testing a full cyber-colonist and then become invisible "only reporting"
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 27, 2014, 03:39:13 AM
i was testing a full cyber-colonist and then become invisible "only reporting"

Well not invincible they can still go down to a lot of mech fire but when you get to a 3000 point mechanoid raid you will need them plus to have all you colonists in full cybernetic you have either played for 10 game years or cheated :D it's a lot of time and resource.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: SaymonCZ on December 27, 2014, 01:36:39 PM
I cant do the operations on the Norbals and Jaffas :(
This is because they have anew human pawn class in the XML files. Unless you open them up and add in the operations you never will be able too. Sorry
And how do I do that?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Match on December 27, 2014, 01:52:23 PM
I cant do the operations on the Norbals and Jaffas :(
This is because they have anew human pawn class in the XML files. Unless you open them up and add in the operations you never will be able too. Sorry
And how do I do that?

For the Norbals, you can download my attachment just 3 post above this. Unzip it, and drag it to the norbal's thingdef folder. If you're looking to do the code yourself, look at the Races_Humonoid.xml in cybernetic storm to get the operation list.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on December 27, 2014, 03:07:55 PM
Liking most of the stuff for this mod. However, I cannot install cybernetic body parts. Not sure on Bionic or Nanotech stuff, but I have a Cybernetic Lung that cannot be installed into anyone (even my original 3 colonists from the start) and I have 2 colonists with 12 in Medicine, so they should be able to install it... right?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 27, 2014, 03:45:05 PM
Liking most of the stuff for this mod. However, I cannot install cybernetic body parts. Not sure on Bionic or Nanotech stuff, but I have a Cybernetic Lung that cannot be installed into anyone (even my original 3 colonists from the start) and I have 2 colonists with 12 in Medicine, so they should be able to install it... right?
Yeah they should. I feel like there is some confliction wih other mods. As when I play 2.4 on my own with no other mods I can install everything I have played it through completely with each part to make sure.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on December 27, 2014, 04:03:10 PM
Well, the other mods do not touch bionics or bodyparts at all, so I dunno what the conflict could be; all the rest of the mod works though, including all the crafting benches and crafting recipes, as well as the armor, though the pants item is spelled "greaves".
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on December 27, 2014, 08:44:45 PM
Okay, I think I found the problem, and I think you were right it was a mod conflict. After searching through my personal mod, I noticed I had edited races_humaniod.xml, which seems to be the file that your mod uses to ensure that humans can all receive your implants. And as mine is edited, they likely conflict.

My apologies for considering your mod to be the problem.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 28, 2014, 02:50:02 AM
It's absolutely fine fella, it could well have been my mod so is cool. As for the greave/ pants issue. A grieve was a piece of leg armour in medieval time. Pants is a 20th century American term for trousers :) and being British I'm just adding a little of the empire back into your lives haha
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on December 28, 2014, 03:59:34 AM
Yes, but its spelled Greaves. Dictionary says the definition of Greaves is a medieval leg armor. Anywho...

Nanotech Armor only protects Neck, Torso and Left Shoulder. Found out this issue when I couldn't wear Glittertech's Reactive Suit with your Nanotech Armor, when you can use the Reactive suit with Power Armor and Glittertech's Nano Suit. Reactive Suit for reference only uses Torso and Neck slots.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on December 28, 2014, 04:23:09 AM
Ok cool I will have a look at it. I will either cover everything or the same as the power armour. I will see what balances better.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 01, 2015, 06:01:12 PM
Oh man... the exoskeleton is awesome. Definitely the best melee weapon in the game I think. (mastercrafted weapons may be stronger? Not that they use them in Alpha 8 with a bionic installed).

You may want to check and see if its balanced. Also I would recommended increasing the price of nano and cyber armor by like 50%. It's a bit too easy to get them from enemies, or buy them with silver, in my opinion.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 01, 2015, 06:04:32 PM
it's like 4000 - 5000 from traders and not all traders have it. (also i have not encountered anyone wearing that armor)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 01, 2015, 06:26:37 PM
it's like 4000 - 5000 from traders and not all traders have it. (also i have not encountered anyone wearing that armor)

In my game bandit group and combat or exotic goods trader has at least one piece of cyber armor. And 5000 is like selling all the gear from one medium sized bandit group. so yes, it is easy to get.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 01, 2015, 08:47:06 PM
what is your highest social skill (some prices are based on skill + the trader themselves)
,because I've never gotten that much from selling all of the bandit equipment and has anyone encountered bandits with that armor? I ask because I have played (and manged to win a few) many games and never encountered anyone with that armor before.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 01, 2015, 10:38:22 PM
Legitimately? No. Modding factions so that they can have more expensive apparel on them, then yes I have found them wearing Cybernetic Helmets and Cybernetic Armor.

Considering making nanothread grow faster. Its what... 7+ days to grow some, and those growth beds aren't cheap to build and they require power. Alternatively have them produce far more thread when they are finally fully grown (particularly as they don't grow during the night).

I like the sternum and spine bionics you added. Though a torso bionic would also be great.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 02, 2015, 02:50:23 AM
I meant the leg armor. They always spawn with 1 or 2 nano or cyber greaves. I think I have seen one or two with helmets but I could be misremembering.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 02, 2015, 03:56:27 AM
I've never seen anyone of them with leg armor either (I've seen some with charge rifles and stuff )
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Oxidus on January 02, 2015, 07:00:17 AM
Could you post more pics of Colonists wearing exoskeleton?Because i have extended surgery and bionics mod and it seems they are in conflict so i want to see if it  makes sense to download.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 02, 2015, 09:04:43 AM
I've never seen anyone of them with leg armor either (I've seen some with charge rifles and stuff )

Well the way the raiders work as I understand it, they get a random amount of silver and buy what they can afford. In vanilla, the most expensive things they can buy is power armor. So if a mod introduces expensive items, they will have less power armor because they have more to choose from. Making cyber and nano items more expensive will stop making power armor so rare on raiders because they will never be able to afford it (like they can't afford the actual Nanotech and Cyber "Armor/Shirt" items). In my game I've only had 2 power armors drop from raiders, and over a dozen nano/cyber items.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 02, 2015, 09:08:57 AM
Could you post more pics of Colonists wearing exoskeleton?Because i have extended surgery and bionics mod and it seems they are in conflict so i want to see if it  makes sense to download.
Those mods don't play nice together because they offer different ways to make the same items, but have a different work bench and research tree.

Exoskeleton replaces the spine, though.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Oxidus on January 02, 2015, 10:53:37 AM
Oh..I thought that Exoskeleton is something like Nanosuit or Exoskeletons from COD AW.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 02, 2015, 12:45:12 PM
Oh..I thought that Exoskeleton is something like Nanosuit or Exoskeletons from COD AW.
That was the idea about it. Although it's not an apparel it's fixed to the spine location and adds a melee ability.

Considering making nanothread grow faster. Its what... 7+ days to grow some, and those growth beds aren't cheap to build and they require power. Alternatively have them produce far more thread when they are finally fully grown (particularly as they don't grow during the night).
I already have lowered the time and increase the amount received. I do not intent to do these again. It gives a realistic time frame based on other in game plants. As it stands I am happy with the way it plays.

Oh man... the exoskeleton is awesome. Definitely the best melee weapon in the game I think. (mastercrafted weapons may be stronger? Not that they use them in Alpha 8 with a bionic installed).

You may want to check and see if its balanced. Also I would recommended increasing the price of nano and cyber armor by like 50%. It's a bit too easy to get them from enemies, or buy them with silver, in my opinion.
I felt it may need lowering and I did when I added the cyber skeleton, but maybe they need lowering again. As for the prices. They are based off of the construction material cost plus 10% roughly. If I increase the price I would need to increase all construction materials for the armour. I will look into it maybe that's what needs to be done.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 02, 2015, 08:13:53 PM
Can you put a poll for lowering if you decide your going to so people can vote on it? (or vote against it)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 03, 2015, 04:16:00 AM
Can you put a poll for lowering if you decide your going to so people can vote on it? (or vote against it)
I'm assuming you are on about plant growth time. I suppose I could put one up. I will look into it today.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 03, 2015, 05:10:03 AM
Can you put a poll for lowering if you decide your going to so people can vote on it? (or vote against it)
I'm assuming you are on about plant growth time. I suppose I could put one up. I will look into it today.

no for the cyber armor.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Oxidus on January 03, 2015, 05:28:27 AM
Hey,Im just choosing if i stay with advanced bionics and surgery or should i choose this so i ask...Does this mod have Same things like in bionics and surgery?Does this mod have even more things?Those two mods are conflicting so i need help.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 03, 2015, 01:45:43 PM
Hey,Im just choosing if i stay with advanced bionics and surgery or should i choose this so i ask...Does this mod have Same things like in bionics and surgery?Does this mod have even more things?Those two mods are conflicting so i need help.

This one has more bionics and has new armor instead of allowing vat-grown organs.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 03, 2015, 02:04:36 PM

no for the cyber armor.

Oh what lowering the price. That will not happen as I have explained above. It's the cost of materials plus 10%
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 03, 2015, 03:37:06 PM
Well, if people don't like the changes, they can always modify the files in the mod for their personal tastes. I for one hate waiting forever for Nanothread, so I'll just modify the growthper20kticks for my game. In my game I use a frack-ton of Nanothread, as I use it to not only make all the cybernetic stuff, but also clothing as well.

OH hey, here is an idea:

Nanobot-Healing.

What this would do is cause all wounds, scars, and damaged limbs to heal over time. This would eventually cure things like bad-back and cataracts, help a person fight off diseases, and even heal scars such that the scars and the negatives go away... this is even better than a bionic to replace the torso... Whatcha think?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 03, 2015, 08:57:02 PM
Oh what lowering the price. That will not happen as I have explained above. It's the cost of materials plus 10%

YAY!!!!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 04, 2015, 03:02:39 AM
OH hey, here is an idea:

Nanobot-Healing.

What this would do is cause all wounds, scars, and damaged limbs to heal over time. This would eventually cure things like bad-back and cataracts, help a person fight off diseases, and even heal scars such that the scars and the negatives go away... this is even better than a bionic to replace the torso... Whatcha think?

This was one of the original concepts of the mod. The Nanomites implant. But it soon became apparent that the healing system is just wierd and you would need to make dlls and stuff which is a little out of my remit.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 04, 2015, 03:10:13 AM
Well I've not checked it out myself, but would having the nanomites produce the equivalent of the "bandaged" effect on any wound at any time, and thus would cause you to heal you back to full health. So, with even old scars, the theory would be that by applying the "bandaged" effect to the scar, it should cause it to heal the scar.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 04, 2015, 09:15:32 AM
maybe, I'm not sure where this effect would be gained from though, whether its a medicine trait, gained from the skill of the doctor or is a check option on the character profile. or all three.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 04, 2015, 12:26:04 PM
Well, I took some time to compile a list of things that might be useful to you from the source files for the nanobot healing idea.
Legend: FOLDER -> XML -> stuff "comment"

BodyPartDefs -> BodyParts -> OldInjuryChanceBase

DamageTypeDefs -> BaseDamageTypes -> HealGlobalInjury, RestoringBodyPart

HealthDiffDefs -> HealthDiffs_... -> <naturallyhealed> "found in all the HealthDiffs_ files"

HealthDiffDefs -> HealthDiffs_Injuries = <becomeOldchance> "to become a scar", <bleeding> "likeliness of bleeding or amount of bleeding", <treatedWellLabel>, <innerTreatedWellLabel>, <solidTreatedWellLabel>

HealthDiffDefs -> HealthDiffs_misc -> <healedByNormalTreatment>

JobDefs -> Jobs_Misc -> HealPatient

SkillDefs -> Skills -> Medicine

StatDefs -> Stats_Pawns_Medical -> "basically everything listed here may or may not be useful"

StatDefs -> Stat_BasicsNonPawn-> MedicalPotency "how powerful medicine is"

ThingDefs -> Buildings_Furniture -> <bed_HealTickInterval> "lower value means they heal much faster"

ThingDefs -> Items_Resources -> MedicalPotency "each Medicine item has MedicalPotency"

WorkGiverDefs -> WorkGivers -> DoctorEmergencyHeal, DoctorHeal

WorkTypeDefs -> WorkTypes -> Doctor

I hope some of this stuff helps.


 
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: john pretzel on January 04, 2015, 01:57:08 PM
Great idea. A bit op, but could be balanced with a high price to get.

Anyone remembers stargate atlantis and the nanite deal? They also cured, if I'm not mistaken  :) very advanced stuff on the blood stream
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Iwillbenicetou on January 04, 2015, 07:51:46 PM
The preview pic is like *mind exploded from a nuclear missile*
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 05, 2015, 06:35:03 AM
I will have a look thanks for the details.

As for this:
The preview pic is like *mind exploded from a nuclear missile*
What? Is it too big or something?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: HBKRKO619 on January 05, 2015, 02:25:20 PM
Hello elStrages.
I tryed anything and everything (mod order, desactivate some mod, etc ....) during at least 4H but when i activate Cybernetic Storm and start a game, my 3 poor guys stay here, whithout a move, doing absolutly nothing, even not running around like headless chicken like they usuallly do when they have nothing to do. When i ask them to cut a tree for exemple, they go for it but if I ask for nothing, they don't move, even not going to eat or sleep (totally gamebreaking, we're agree xD)
I totally running out of solution because it's only happening when I use your mod or "natural surgery".
My game run very well with "extended surgery and bionic" but not yours :( (no I don't activate the 2 together) and, honestly, I slightly prefer your mod so I really don't know what to do :(

P.S. : I posted this on the "natural surgery" topic as well, maybe the modder will have a solution.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 05, 2015, 07:25:36 PM
Hello elStrages.
I tryed anything and everything (mod order, desactivate some mod, etc ....) during at least 4H but when i activate Cybernetic Storm and start a game, my 3 poor guys stay here, whithout a move, doing absolutly nothing, even not running around like headless chicken like they usuallly do when they have nothing to do. When i ask them to cut a tree for exemple, they go for it but if I ask for nothing, they don't move, even not going to eat or sleep (totally gamebreaking, we're agree xD)
I totally running out of solution because it's only happening when I use your mod or "natural surgery".
My game run very well with "extended surgery and bionic" but not yours :( (no I don't activate the 2 together) and, honestly, I slightly prefer your mod so I really don't know what to do :(

P.S. : I posted this on the "natural surgery" topic as well, maybe the modder will have a solution.
Try deleting the game folder and re-installing it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: MikhailBoho on January 05, 2015, 07:36:07 PM
Absolutely love this mod, but I noticed that the grieves are a bit too common. I wind up with enough from raider strikes that I can outfit all my colonists with them, selling the rest for immense profit.

As a result, I rarely bother crafting limbs, as my grieves money has left me with more than enough silver to just buy the parts from the traders when they come around. Is there a way to either nerf the rarity of grieves, or their worth to traders?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: HBKRKO619 on January 06, 2015, 03:30:24 AM
Hello elStrages.
I tryed anything and everything (mod order, desactivate some mod, etc ....) during at least 4H but when i activate Cybernetic Storm and start a game, my 3 poor guys stay here, whithout a move, doing absolutly nothing, even not running around like headless chicken like they usuallly do when they have nothing to do. When i ask them to cut a tree for exemple, they go for it but if I ask for nothing, they don't move, even not going to eat or sleep (totally gamebreaking, we're agree xD)
I totally running out of solution because it's only happening when I use your mod or "natural surgery".
My game run very well with "extended surgery and bionic" but not yours :( (no I don't activate the 2 together) and, honestly, I slightly prefer your mod so I really don't know what to do :(

P.S. : I posted this on the "natural surgery" topic as well, maybe the modder will have a solution.
Try deleting the game folder and re-installing it.

Already tried and nothing change. Anyway, I wanted "cybernetic storm" and "natural surgery" but, it bug my game for no reason o-O so I play with "Extended surgery and bionic" and "brain removal", that work good but it's not the 2 mods I wanted first :/
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Hargut on January 06, 2015, 06:26:05 AM
How is the plants named i have to use ?

Cuz i have lot of mods and lot of plants >D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Arrean on January 06, 2015, 07:47:34 AM
Hello elStrages.
I tryed anything and everything (mod order, desactivate some mod, etc ....) during at least 4H but when i activate Cybernetic Storm and start a game, my 3 poor guys stay here, whithout a move, doing absolutly nothing, even not running around like headless chicken like they usuallly do when they have nothing to do. When i ask them to cut a tree for exemple, they go for it but if I ask for nothing, they don't move, even not going to eat or sleep (totally gamebreaking, we're agree xD)
I totally running out of solution because it's only happening when I use your mod or "natural surgery".
My game run very well with "extended surgery and bionic" but not yours :( (no I don't activate the 2 together) and, honestly, I slightly prefer your mod so I really don't know what to do :(

P.S. : I posted this on the "natural surgery" topic as well, maybe the modder will have a solution.
Try deleting the game folder and re-installing it.

Already tried and nothing change. Anyway, I wanted "cybernetic storm" and "natural surgery" but, it bug my game for no reason o-O so I play with "Extended surgery and bionic" and "brain removal", that work good but it's not the 2 mods I wanted first :/


Both mods redefine Races_Humanoid.xml file. That might be the case. I suggest you not to use them simultaneously. I actually right for personal use working on integrating Natural surgery into the CS, it might take few days, but i can share results with you.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Arrean on January 06, 2015, 07:50:27 AM
Also. to @elStrages.
When using CS i get weird bug, always when something spawns from the droppod, there is a slight chance that game will try to spawn some bodypart of named dropping pawn somewhere around (-1000,-1000,-1000) and fails, thus giving me an error message.
It does not affect further gameplay(it seems) but it is pretty annoying.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: HBKRKO619 on January 06, 2015, 09:01:40 AM
Hello elStrages.
I tryed anything and everything (mod order, desactivate some mod, etc ....) during at least 4H but when i activate Cybernetic Storm and start a game, my 3 poor guys stay here, whithout a move, doing absolutly nothing, even not running around like headless chicken like they usuallly do when they have nothing to do. When i ask them to cut a tree for exemple, they go for it but if I ask for nothing, they don't move, even not going to eat or sleep (totally gamebreaking, we're agree xD)
I totally running out of solution because it's only happening when I use your mod or "natural surgery".
My game run very well with "extended surgery and bionic" but not yours :( (no I don't activate the 2 together) and, honestly, I slightly prefer your mod so I really don't know what to do :(

P.S. : I posted this on the "natural surgery" topic as well, maybe the modder will have a solution.
Try deleting the game folder and re-installing it.

Already tried and nothing change. Anyway, I wanted "cybernetic storm" and "natural surgery" but, it bug my game for no reason o-O so I play with "Extended surgery and bionic" and "brain removal", that work good but it's not the 2 mods I wanted first :/


Both mods redefine Races_Humanoid.xml file. That might be the case. I suggest you not to use them simultaneously. I actually right for personal use working on integrating Natural surgery into the CS, it might take few days, but i can share results with you.


I was sure I had tested with only cybernetic storm yesterday but it seem not -_- Now, with only this mod as surgery mod, my little guy move by themselve without any problem, I can do the research and harvest some body part so everything seem right. The problem now is that it only SEEM because I can´t install them back o-O
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 06, 2015, 12:45:59 PM
Well, if -1000, -1000, -1000 is a mountain spot nothing will spawn and produce an error, but if that is a clear area, then organs will spawn there. The problem is if you set a stockpile, such as your selling stockpile, to contain organs, you will see your colonists going to -1000, -1000, -1000, to grab them. I've lost many a colonist doing that when raiders drop and I don't notice them going to the organs.

I had the same problem in A7 with Extended Bionics (I don't use it anymore; your mod Elstrages is WAAAAAAAAY better)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Hargut on January 06, 2015, 08:16:14 PM
iam using vals hypro mod, now i cant grow Organs n stuff :(
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 07, 2015, 08:43:57 PM
Suggestions:

Add a Cybernetic Nose, Jaw and Brain; Also add recipes for them!
Add a recipe for Nanotech Nose and Nanotech Jaw (there isn't one for either)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Iwillbenicetou on January 07, 2015, 09:04:46 PM
I will have a look thanks for the details.

As for this:
The preview pic is like *mind exploded from a nuclear missile*
No, just all the stuff you can do in this. 8)
What? Is it too big or something?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Utherix on January 09, 2015, 01:03:35 AM
Suggestions:

Add a Cybernetic Nose, Jaw and Brain; Also add recipes for them!
Add a recipe for Nanotech Nose and Nanotech Jaw (there isn't one for either)

I was looking for a Cybernetic Jaw. Id imagine its used as a melee weapon! Or maybe its just a tube and a speaker... hmmm...
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Shardey on January 09, 2015, 08:49:32 PM
Greetings.

After having played a few games with this mod, I have to say I like it a lot. There is lots to do, and always upgrades to make. Stuff is expensive enough so that all the colonists won't be turned into mechanical monsters immediately, which is great.

I always make sure I have specialized colonists around, and go with one full time skilled researcher at about 8 colonists.

A couple of observations:
- The nano fusion power technology becomes available for research at the same as nanotech, which is practically required to make any use of nano fusion power (The powerplant requires nanomites). It should probably have a prerequisite nanotech, just for the clarity since you can't use it without nanotech anyway.
- If you don't immediately upon landing start a big field of devilstrand, you will be severely slowed down on being able to build any nanotech, leading to the main concern I have: Nanotech is practically skipped completely every time.
- Skipping nanotech also allows you to use the saved up devilstrands (hyperweave) for cybernetic armors, which is probably an intended feature. It does promote the player skipping nanotech though.

All in all a great mod, and I'll be glad to see it improved even more in the future!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 10, 2015, 03:04:52 PM
I have found out I found that using ANY mod that adds a new factions (even the halo one) causes conflict with this mod is there anything you can do to fix this ?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: HBKRKO619 on January 10, 2015, 03:32:17 PM
I have found out I found that using ANY mod that adds a new factions (even the halo one) causes conflict with this mod is there anything you can do to fix this ?

Ok, I play with literraly every mod who add a new faction and I can't add arm, leg, etc ...... I can harvest them but can't put them back so it's maybe because of that. I will continue to play with surgery extended waiting for this fix but i really prefer Cybernetic Storm over surgery extended.

Edit : Ok, I just tried to desactivate all my mod and just keep core and cybernetic storm and nothing change o-O I can harvest leg, arm, stomach, etc ... but can't install anything. yes, I restarted my game, created a new world, colonie, etc ...
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: john pretzel on January 10, 2015, 04:35:20 PM
The only compatible mod with other races is the natural surgery, which adds brain, nose and ear interventions.

If Arrean makes this compatible with natural surgery, and Elstrages mods it to welcome the other races (jaffas, norbals and rimtroopers) we could get the complete package.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: Dragoon on January 11, 2015, 02:15:40 AM
Edit : Ok, I just tried to desactivate all my mod and just keep core and cybernetic storm and nothing change o-O I can harvest leg, arm, stomach, etc ... but can't install anything. yes, I restarted my game, created a new world, colonie, etc ...

try reinstalling cybernetic core ,also what order did you do that in? ( I mean did you restart game then make a new colony ,world etc? I ask because I had the same problem before I had any mods and reinstalling seemed to help for some reason) OH and you can keep both on you just won't be able to install form cybernetic storm the other mod works no problem with it on for me anyway.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: HBKRKO619 on January 11, 2015, 07:31:09 AM
Edit : Ok, I just tried to desactivate all my mod and just keep core and cybernetic storm and nothing change o-O I can harvest leg, arm, stomach, etc ... but can't install anything. yes, I restarted my game, created a new world, colonie, etc ...

try reinstalling cybernetic core ,also what order did you do that in? ( I mean did you restart game then make a new colony ,world etc? I ask because I had the same problem before I had any mods and reinstalling seemed to help for some reason) OH and you can keep both on you just won't be able to install form cybernetic storm the other mod works no problem with it on for me anyway.

When I enter in the mod menu, I always restart my game just after. And after that, I created the world, colonie, start my game and I can harvest body part but can't install anything.
I will try to re install it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 12, 2015, 02:55:04 PM
Hi guys sorry for the log delay in a reply, but I have been very busy with work.
As for all your thoughts I have taken them on board and will try to solve them as appropriate.
Bellow is my list of things that need to be resolved and/or changed and several answers to queries.

Status:Not Going In:In Progress:Complete

1: exoskeleton & cyberskeleton strength
- Will be lowered to make it game compatible.

2: Nanothread grow time
- will be reduced

3: Cybernetic armour price
- will not be lowered in game

4: Grieves
- will try to lower frequency of drop. or lower price.

5:  nanomite implant
- will try to add to the mod to increasing healing effects.

6: cybernetic storm" and "natural surgery
- Not compatible as far as im aware

7: Out of bounds spawn -1000 -1000 -1000
- im not sure why it is doing that, I have had the problem for a while, still looking for the fix.

8: Cybernetic nose jaw and brain.
- yes yes no

9: Nanotech jaw and nose recipes
- the items are in the game, im unsure why these aren't working, will look into it.

10: nanofusion technology order
- will have nanotech as a prerequisite to solve the issue.

11: devilstrand demand from nanotech
- If you don't immediately upon landing start a big field of devilstrand, you will be severely slowed down on being able to build any nanotech, leading to the main concern I have: Nanotech is practically skipped completely every time.
- Skipping nanotech also allows you to use the saved up devilstrands (hyperweave) for cybernetic armors, which is probably an intended feature. It does promote the player skipping nanotech though.
- Changed Plasteel recipe to use synthread instead of hyperweave also changes implant resources to synthread too

12: faction compatibility
- each faction will need to be specifically added to my mod.  as such I will collaborate with each personal mod maker that has made a faction to add them into my mod, but there may be issues with this, but I shouldn't se it being a problem. the mod order loader will be necessary if this is done.

13: Modular Hydroponics table
- This will be added in as I get time to implement it.

14: Nanotech Jaw installation
- Needs looking at to see why it will not install

Thanks for all the kind comments, and I will be getting back into the mod in the next week or so.
Again I am sorry for the long delays and I will strive to solve the issues in a timely manor.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: palandus on January 13, 2015, 04:11:52 AM
The Nanotech Nose and Jaw simply lack a recipe to make them, that's all. If you check all the benches in the XML, you'll notice no recipe for either of them.

Also, for some weird reason, I cannot install the nanotech jaw; might want to look into that as well.

As for the demand for Nanotech stuff requiring Hyperweave and Devilstrand, that comes from the Audio and Visual Implants, and the Nanotech Brain. Both of these require hyperweave, and your recipe for hyperweave requires devilstrand. Additionally, your Plasteel recipe requires Hyperweave, and as almost everything in your mod requires Plasteel, this means that you must grow devilstrand. Also, as the advanced Nano Brain or Advanced Implants require the previous level stuff, then it also requires hyperweave. And as the Nanotech Brain and the Implants are very valuable to use (even if you normally only use Cybernetic or Nanotech level stuff) so you need a readily available supply of hyperweave to get these things. And as most people get these bionic type mods for the issue of brain injuries, people will want to get the Nanotech Brains.

Instead of using the annoying devilstrand, how about you use synthread with xerigium, or something else. Devilstrand just takes forever to grow (believe a single mushroom produces 2-4 devilstrand once every 30 days or so). And a crop blight, or a cold snap can kill off devilstrand crops right quick in a hurry.

Instead of lowering the price of Greaves, you could always increase the materials required to build them, and thus reduce the amount of extra value you get from selling them.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Happy Christmas (v2.4 update: 22/12/14)
Post by: elStrages on January 13, 2015, 04:25:44 AM
Recipes done.

Jaw I will look at

I see the demand now: Changed Plasteel recipe to use synthread instead of hyperweave also changes implant resources to synthread too

I have lowered the frequency of all my armour used by foes
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/14)
Post by: elStrages on January 13, 2015, 06:58:25 AM
MOD updated to v3.1 I have added in some new content! mostly factions :D I hope everyone enjoys, I have fixed a few things and condicted rebalances.
Full new game needed to play
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/14)
Post by: HBKRKO619 on January 13, 2015, 07:07:36 AM
Thank you elStrages, I hope it will fix my problem of installing bodypart on pawn.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/14)
Post by: Mihsan on January 13, 2015, 07:56:21 AM
OMG, my eyes hurt from that preview. I'm not joking.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/14)
Post by: Dragoon on January 13, 2015, 10:51:01 AM
Cool! Will you be adding the halo faction as well?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/14)
Post by: theubie on January 13, 2015, 10:52:37 AM
For being a full year old, this mod is amazing.  You are the most amazing modder ever for writing a mod back in January of 2014 that works with a version of this game that wasn't written until 2015!  (Just giving you a hard time for your date in your title, man.)  ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 11:18:42 AM
Cool! Will you be adding the halo faction as well?
I guess so, I didn't realise there was one, I had only added the ones listed, but I will ad HALO faction in the next update.

For being a full year old, this mod is amazing.  You are the most amazing modder ever for writing a mod back in January of 2014 that works with a version of this game that wasn't written until 2015!  (Just giving you a hard time for your date in your title, man.)  ;)
Woops haha I am that good ;) updated to the correct date.

OMG, my eyes hurt from that preview. I'm not joking.
What preview, the image? bad hurt or good hurt?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Mihsan on January 13, 2015, 11:28:12 AM
What preview, the image? bad hurt or good hurt?

Preview image in first post. I feel real pain from it in my eyes. Too sharp, too many colors, too bright colors.

Not going to even test this mod because of it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: HBKRKO619 on January 13, 2015, 11:31:22 AM
Ok, I made more tests and I really don't understand :(
I have only Core and Cybernetic storm activated in this order, I close my game, start it, create a news world, a new coloni, I harvest a kidney (vanilla body part) and an arm (cybernetic storm body part), I can re install the kidney but not the arm o-O
I really want to play with this mod but I can't use the surgery part of it (it work with extended surgery and bionic but i prefer this mod)

HELP  :'(

EDIT : I obviously have the last update of the core game and this mod but never been able to made work the surgery part of this mod :(
EDIT2 : This mod need recipe nurse mod ? because i don't us it, maybe it's this  ???
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 11:43:58 AM
What preview, the image? bad hurt or good hurt?

Preview image in first post. I feel real pain from it in my eyes. Too sharp, too many colors, too bright colors.

Not going to even test this mod because of it.
well that's your choice, I'm sure I wont miss you not playing the mod. but thanks for your comments non the less.

Ok, I made more tests and I really don't understand :(
I have only Core and Cybernetic storm activated in this order, I close my game, start it, create a news world, a new coloni, I harvest a kidney (vanilla body part) and an arm (cybernetic storm body part), I can re install the kidney but not the arm o-O
I really want to play with this mod but I can't use the surgery part of it (it work with extended surgery and bionic but i prefer this mod)

HELP  :'(

EDIT : I obviously have the last update of the core game and this mod but never been able to made work the surgery part of this mod :(

ok bud thanks for the details, I will look into it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: HBKRKO619 on January 13, 2015, 11:46:15 AM
thank you elStrages :) If you didn't saw my last edit of my last post, did your mod need recipe nurse ?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 11:51:43 AM
I didn't see, and no it does not :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Utherix on January 13, 2015, 12:32:57 PM
Update looks good!
Question:
1. The factions only take effect if you have other mods using them, right?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 01:07:24 PM
Update looks good!
Question:
1. The factions only take effect if you have other mods using them, right?
The factions supplied with the mod will work only if Cybernetic Storm is installed.

Ok, I made more tests and I really don't understand :(
I have only Core and Cybernetic storm activated in this order, I close my game, start it, create a news world, a new coloni, I harvest a kidney (vanilla body part) and an arm (cybernetic storm body part), I can re install the kidney but not the arm o-O
I really want to play with this mod but I can't use the surgery part of it (it work with extended surgery and bionic but i prefer this mod)
OK so I just realised that I didn't put in the surgery to re add arm and leg into the game, I will add them now and they will be in the next update :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: HBKRKO619 on January 13, 2015, 02:32:48 PM
Ok, I made more tests and I really don't understand :(
I have only Core and Cybernetic storm activated in this order, I close my game, start it, create a news world, a new coloni, I harvest a kidney (vanilla body part) and an arm (cybernetic storm body part), I can re install the kidney but not the arm o-O
I really want to play with this mod but I can't use the surgery part of it (it work with extended surgery and bionic but i prefer this mod)
OK so I just realised that I didn't put in the surgery to re add arm and leg into the game, I will add them now and they will be in the next update :)

OMG thank you elStrages, I will finally be able to play with your mod at 100%  ;D But, you talk about the arms and legs but I just did the test and it didn't work for literally every body part of your mod (stomach, leg, arm, eye, nose, ear, ......)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 02:47:13 PM
OMG thank you elStrages, I will finally be able to play with your mod at 100%  ;D But, you talk about the arms and legs but I just did the test and it didn't work for literally every body part of your mod (stomach, leg, arm, eye, nose, ear, ......)
That's a mod conflict if I've head of one. Everything shouldn't stop working and I've tested mine and it's fine.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: HBKRKO619 on January 13, 2015, 02:53:39 PM
OMG thank you elStrages, I will finally be able to play with your mod at 100%  ;D But, you talk about the arms and legs but I just did the test and it didn't work for literally every body part of your mod (stomach, leg, arm, eye, nose, ear, ......)
That's a mod conflict if I've head of one. Everything shouldn't stop working and I've tested mine and it's fine.

Weird, I've just tested it before writing my post with just core and your mod.
Anyway, if you fix it for the legs and arms, it will be enought for me to play with your mod instead of extended surgery and bionic and it will be already perfect. Thank you for your time elStrages, I can't wait for your next update  ;D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: palandus on January 13, 2015, 04:13:04 PM
In the description it says 22/12/14 - 3.1 released (I think that should be 13/01/15)

Also, will the Commandos from Sam_ GlitterTech mod be included eventually?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 04:50:54 PM
In the description it says 22/12/14 - 3.1 released (I think that should be 13/01/15)
fixed - cheers
Also, will the Commandos from Sam_ GlitterTech mod be included eventually?
There would be if it was a stand alone faction, as its a complete mod with an added faction maybe not, as I would only want to add the faction to the mod not the rest of his stuff so people probably wouldn't get what they are looking for. I will look into it and see whats what
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 04:58:10 PM
Stats on MODDB for the last month.
I am quite impressed with them, and would like to say thank you to anyone who visited, downloaded, looked, watched, liked, commented and reviewed!
(http://i.imgur.com/ijl5Eel.png)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: pktongrimworld on January 13, 2015, 06:13:31 PM
is there a way to install the mod and not have changes/addition to the factions?

*likes your gear and stuff and all, but vikings and stormtroopers.... would love them to be optional*
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: palandus on January 13, 2015, 06:18:16 PM
You could probably delete those faction files, and thus not have them in your game.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: pktongrimworld on January 13, 2015, 06:23:38 PM
You could probably delete those faction files, and thus not have them in your game.

*just wondering if its safe to XD
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 13, 2015, 07:22:37 PM
is there a way to install the mod and not have changes/addition to the factions?

*likes your gear and stuff and all, but vikings and stormtroopers.... would love them to be optional*
The factions are optional. They come with the mod but you still have to enable the factions you want to play. If you don't enable them. They won't be in the game simples :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: pktongrimworld on January 13, 2015, 07:40:05 PM
oh cool. thanks!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: xanatosxan on January 13, 2015, 08:47:15 PM
Awesome, thank you. This means that I have to tweak the trooplers again so they don't leave their guns at home and bum rush my fortified turrets again ,though. :D Apparently their guns conflict with one of the other mods I have installed.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 03:15:44 AM
Awesome, thank you. This means that I have to tweak the trooplers again so they don't leave their guns at home and bum rush my fortified turrets again ,though. :D Apparently their guns conflict with one of the other mods I have installed.
Strange is this a known bug? If so I will edit my files too so
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Avtomatik on January 14, 2015, 08:46:55 AM
will the new factions replace standard ones or will they be added on top of 'normal ones', so 8 factions instead of 5 in vanilla?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 09:48:23 AM
will the new factions replace standard ones or will they be added on top of 'normal ones', so 8 factions instead of 5 in vanilla?
The three factions are addition content you can choose to active in the mods list if you wish, they are factions made by other moders and are edited by me to make then compatible with cybernetic storms implant system. If you play cybernetic storm and want these actions in your game, then you need to only add my ripped versions and remove the original creators versions.   
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Avtomatik on January 14, 2015, 11:07:08 AM
will the new factions replace standard ones or will they be added on top of 'normal ones', so 8 factions instead of 5 in vanilla?
The three factions are addition content you can choose to active in the mods list if you wish, they are factions made by other moders and are edited by me to make then compatible with cybernetic storms implant system. If you play cybernetic storm and want these actions in your game, then you need to only add my ripped versions and remove the original creators versions.

I understand that part, my question is, if I add those 3 factions and create a new game, will there be 5 standard factions + those 3, or will 3 of them replace 3 standard factions?
I would start a new game and try for myself (its a one minute job), its just right now I don't have access to a computer that can run rimworld (sad but true)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 11:18:41 AM
oh I see, they are additions to the game, so totalling 8.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Daracke on January 14, 2015, 11:31:59 AM
Hey there mate, I got a quick question. I guess for whatever reason, the various factions (or at least just the jaffa) aren't able to be cremated.I got the bills in the crematorium and a crafter and all that jazz. Is there something in an xml file somewhere I can add to make the corpses crematable?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 01:00:28 PM
Hey there mate, I got a quick question. I guess for whatever reason, the various factions (or at least just the jaffa) aren't able to be cremated.I got the bills in the crematorium and a crafter and all that jazz. Is there something in an xml file somewhere I can add to make the corpses crematable?
Was this the case in the original faction documents too as I haven't changed anything to so with cremating. I cant say being te original developer of the facion whether or not they were ever crematable.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Berengar on January 14, 2015, 01:16:49 PM
Hmm i think that is because the rimtroopers, and the jaffas using new races. Will take an look on that for the next update.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 01:31:57 PM
EDIT: Post irrelevant and removed.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Daracke on January 14, 2015, 01:56:53 PM
I have found the fix needed:
The problem with this fix is it edits man core files, as there is no other way to add a creatable ability to game, unless you create a crematorium for each specific race.

you need to find the Recipes_cremation.xml in (rimworld folder)\Mods\Core\Defs\RecipeDefs
Search this:
Code: [Select]
     <thingDefs>
        <li>Human_Corpse</li>
     </thingDefs>
Add in this, then depending on what factions you are using delete as appropriate:
Code: [Select]
     <thingDefs>
        <li>Human_Corpse</li>
<li>Jaffa_Corpse</li> <!-- Delete as appropriate -->
<li>Stormtroopler_Corpse</li> <!-- Delete as appropriate -->
        <li>Norbal_Corpse</li> <!-- Delete as appropriate -->
     </thingDefs>

Thanks again, I know it wasn't a huge problem, but I figured I should say something! Thanks for the quick turn around :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Hargut on January 14, 2015, 01:59:14 PM
Meh anyone can tell me where i can make Cybernetics ?

I just see i can make nano stuff, but not cyber stuff >D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 03:04:17 PM
Meh anyone can tell me where i can make Cybernetics ?

I just see i can make nano stuff, but not cyber stuff >D
Robotics Table
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 03:08:45 PM
Thanks again, I know it wasn't a huge problem, but I figured I should say something! Thanks for the quick turn around :)
ignore all that apparently they are just disabled by default in the menus on the left, if you go into the details of the bill you can check them all back on
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: xanatosxan on January 14, 2015, 03:10:58 PM
Quote
Strange is this a known bug? If so I will edit my files too so
I think it might just be a small compatibility or load order issue with project armory, though I'm not completely sure about that. I kept having the rebel trooplers in my game show up with no weapons so I simply changed the pawnkind weaponTags to gun or sniper rifle respectively. It worked in that they wield weapons now but they wield one of all the available weapons within the given tag.It's kind of funny to watch a battalion of stormtrooplers marching on my base colony armed with Ak-47's,plasma venters and other assorted weapons. It's really not a big issue.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 14, 2015, 07:42:59 PM
Cool that maybe the case. Hopefully a reorder will resolve issues.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: palandus on January 17, 2015, 12:50:02 AM
More suggestions:

Attack Enhancement Implants = An upgrade that increases a specific combat oriented ability:
-> Ranged Hit Chance Modifier (Listed under Traits, Careful Shooter)
-> Melee Hit Chance Modifier (Listed under Traits, Brawler)
-> Ranged Attack Cooldown Modifier (Listed under Traits, Trigger Happy)
-> Melee Attack Cooldown Modifier (Makes melee attacks have a lowered cooldown; may only be possible to do this with actual bionics, such as Bionic Hand, Arm, or Exoskeleton)

Nano Cures = Whenever someone gets an infection or flu, or something like this, these can be administered to provide a massive boost in immunity (or full cure if the doctor is skilled enough), but can only be used for infections, flus, diseases, etc. (probably requires coding though)

Nanorifle = A weapon made with a lot of Nanomites, that deals 5000 damage to whatever it hits in a large radius (ie 4 or 5), basically one-shotting anything that is hit by its attack. One use item like the Triple Rocket Launcher though, so use it wisely (like on a large group of enemies or one really tough enemy) 
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 17, 2015, 04:02:58 AM
These are all ideas I had. Just was working on other stud. :D the problem with the Nanomites cure is that to make it work a dll is needed and I don't know c#. Will have a look though
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 17, 2015, 08:41:36 PM
Attack Enhancement Implants = An upgrade that increases a specific combat oriented ability:
-> Ranged Hit Chance Modifier (Listed under Traits, Careful Shooter)
-> Melee Hit Chance Modifier (Listed under Traits, Brawler)
-> Ranged Attack Cooldown Modifier (Listed under Traits, Trigger Happy)
-> Melee Attack Cooldown Modifier (Makes melee attacks have a lowered cooldown; may only be possible to do this with actual bionics, such as Bionic Hand, Arm, or Exoskeleton)

Tried to get these to work but it seems you cannot edit those stats within the health diffs. unless you know of how to implement them I think I will have to make them something else like manipulation and sight etc.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: Iwillbenicetou on January 17, 2015, 11:53:50 PM
I have an idea.
Cybermen

YOU WILL BE ASSIMILATED!

OR

Daleks

EXTERMINATE! EXTERMINATE!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: palandus on January 18, 2015, 12:39:31 AM
I believe Immersive Body for Alpha 7 had implants sorta like that. Could see how they did them.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 18, 2015, 04:10:56 AM
I believe Immersive Body for Alpha 7 had implants sorta like that. Could see how they did them.
I will look. But may have become obsolete with the new alpha 8 coding
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: elStrages on January 18, 2015, 12:30:51 PM
Updated to version 3.2 I hope you like it. Loads of content added and there is a new preview layout due to people saying it was a bit in your face. now you just have the items.

Any problems as per usual let me know ad I will try to resolve them as soon as possible!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.1 update: 13/01/15)
Post by: HBKRKO619 on January 18, 2015, 12:47:59 PM
Thank you elStrages, I hope this update will finally made me able to install the bodypart harvested.

EDIT : OK, I still can't install the body part harvested exept the vanilla's one. So, like before, i can harvest the body part added in this mod but can't install them back o-O

I tested to desactivate this mod and activate extended surgery and bionic and everything work. I freaking don't understand why o-O
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.2 update: 18/01/15)
Post by: elStrages on January 18, 2015, 02:24:53 PM
Thank you elStrages, I hope this update will finally made me able to install the bodypart harvested.

EDIT : OK, I still can't install the body part harvested exept the vanilla's one. So, like before, i can harvest the body part added in this mod but can't install them back o-O

I tested to desactivate this mod and activate extended surgery and bionic and everything work. I freaking don't understand why o-O

I just realised why, they install scripts weren't added to the human race! thus wouldn't install I have added arms and legs now!, I terrible sorry for this, I will add the updated version ASAP!

EDIT:Ok problem resolved! so you should be able to install legs and arms now, there were no other parts in the recipes lest that I could see were missing from the Races Humans Files

EDIT2: Second apology I suppose... bugs fixed as mod was unplayable, sorry I didn't realise the issues until I got into an old save. should be fixed now and I have re-uploaded with fixes.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.2 update: 18/01/15)
Post by: HBKRKO619 on January 18, 2015, 02:57:05 PM
I took this new update with the fix and ...... nothing change :( To say everything in details, I harvested lung, kidney, arm and leg and I can install back the lung and kidney but not the arm and leg, I give up.
I have absolutly no bad feelings against you elStrages :) You tried everything and I honestly and 100% thank you for this but your mod seem to not like me xD I will give it a try again in the alpha 9, maybe the miracle will happen xD
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Factions! (v3.2 update: 18/01/15)
Post by: elStrages on January 18, 2015, 03:38:29 PM
I really have no idea. It was my fault but with the fix I have no idea why the arms and legs don't work!

edit: just looked through my notes. Kinda forgot to do half the code for legs and arms. It's completely my fault! I will fixes this haha eventually!

EDIT: Fixed! and ready for download :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: HBKRKO619 on January 18, 2015, 04:59:53 PM
Ok I downloaded this and I can install back leg and arm, YEAHHHHH xD

The Problem is that instead of the arm, it install a shoulder (and the guy still without the arm so bad manipulation xD), the leg work perfectly ^^
The second problem is that, yes the "arm/shoulder" and leg work but I still can't install back stomach, nose, ear, ... (the rest xD) ,Vanilla's one work good.

I just tested this with just core and your mod activated, restarted the game, new world and colonie.

That's all for my feedback xDDD
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: palandus on January 18, 2015, 05:44:16 PM
Mod is looking great, Elstrages. Keep up the great work!

I noticed that Cybernetic Skin needs Hyperweave. Thought I'd mention that.

The changelog for 3.2 doesn't explain what those two turrets are?

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 18, 2015, 06:59:39 PM
Ok I downloaded this and I can install back leg and arm, YEAHHHHH xD
The Problem is that instead of the arm, it install a shoulder (and the guy still without the arm so bad manipulation xD), the leg work perfectly ^^
The second problem is that, yes the "arm/shoulder" and leg work but I still can't install back stomach, nose, ear, ... (the rest xD) ,Vanilla's one work good.
I just tested this with just core and your mod activated, restarted the game, new world and colonie.
That's all for my feedback xDDD

All arms install to the shoulder even the vanilla ones, but I will into it.
I will also look into the stomach nose and ear, I have likely done the same thing!
Expect the problems to be resolved in the next patch.
Mod is looking great, Elstrages. Keep up the great work!
I noticed that Cybernetic Skin needs Hyperweave. Thought I'd mention that.
The changelog for 3.2 doesn't explain what those two turrets are?

First off Thanks :)
Ok I will I believe cybernetic still need hyperweave, but will double check that, its nanotech I too it out of.
I have added a point in the change log for turrets must have just missed it :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: HBKRKO619 on January 18, 2015, 07:06:33 PM
Thanks bro ^^
It was long but I will be able to play with your great mod xD
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: dasbuba on January 18, 2015, 07:25:35 PM
crafted weapons except nano swarm do not appear after construction :(

yeaaah at last my first post...

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 02:04:36 AM
Oh damn really -.-
Got a lot to fix after I finish work lol

And welcome to the forum!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: Imca on January 19, 2015, 02:25:05 AM
Have you considered making the brain replacements take AI-Chips considering they are well replacing your brain?

Or changing there names to Nano and Cybernetic brain now to keep the naming pattern that every thing else has?

Sorry.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 02:45:00 AM
crafted weapons except nano swarm do not appear after construction :(
yeaaah at last my first post...

Just loaded the code and couldn't see a problem, but I played through the game for 20 minutes and constructed all but two weapons, Are you sure you cant make the others?

Have you considered making the brain replacements take AI-Chips considering they are well replacing your brain?
Or changing there names to Nano and Cybernetic brain now to keep the naming pattern that every thing else has?
Sorry.

That's a good point, they were supposed to be in the vanilla section maybe I will expand the brain section to include Nano and Cybernetic ;)
No need to be sorry all good criticisms
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: palandus on January 19, 2015, 02:51:39 AM
Is there a reason why the Advanced Nano Brain doesn't require the Nano Brain as a requirement to build? If not, then why do the Advanced Audio/Visual Implants require a regular Audio / Visual Implant?

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 05:47:56 AM
Is there a reason why the Advanced Nano Brain doesn't require the Nano Brain as a requirement to build? If not, then why do the Advanced Audio/Visual Implants require a regular Audio / Visual Implant?
I believe it's because I used three advanced ingredients thus making it advanced. I could change it to include or have the advance audio and visual to just use ingredients. What do you think?

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: Dragoon on January 19, 2015, 08:55:02 AM
I love the new cybernetic rifle.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 09:14:31 AM
I love the new cybernetic rifle.
Yeah pretty good :) I enjoyed making them.. and now fixing them haha!

|====================Bug reports: (fixing for patch 3.3)====================|
Problem Unresolvable | Current Problem | Problem Resolved
3.2.a: Nanotech rifle now creating
     - was building the bullet not the gun - now resolved
3.2.b: Nanotech Sniper not creating
     - was building the bullet not the gun - now resolved
3.2.c: Cyber turret not controlled by research
     - research tags were outside deff - now resolved
3.2.d: Cyber and Nanotech battons not creating
     - Comp tag issue - now fixed
3.2.e: Natural Stomach not installing
     - Add surgery to install natural stomach -
3.2.f: Natural Ear not installing
3.2.g: Natural Nose not installing
3.2.h: CyberRifle not implemented

Possible Changes:
1: advanced nano brain using standard brain
     - Removed synthread and nanomite from rousources needed and added Nano brain (this negates changing bellow)
2: Advance visual and audio implants using construction materials and not standard implants
     - See above
|============================================================|
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: Dragoon on January 19, 2015, 09:40:46 AM
Is the cybernetic rifle in the mod (because I don't see it) ?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 09:49:55 AM
Is the cybernetic rifle in the mod (because I don't see it) ?
No that's coming in next patch with new sounds and fixes.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: Epyk on January 19, 2015, 09:53:25 AM

No that's coming in next patch with new sounds and fixes.
[/quote]

Looking forward to it! Got my mod pack update fingers ready.  8)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 10:01:33 AM

No that's coming in next patch with new sounds and fixes.

Looking forward to it! Got my mod pack update fingers ready.  8)
[/quote]

Haha hopefully tonight :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: palandus on January 19, 2015, 12:56:17 PM
I'd personally prefer that both the advanced nano brain and the advanced audio / visual implants required only the resources of Cybernetic technology level, so basically just Nanoweave and Plasteel (or is Hyperweave now also a requirement?), rather than requiring other built things to build them.

Could also change the name of the Audio/Visual Implant to Nanotech Audio Implant, Nanotech Visual Implant (and the advanced ones as Cybernetic) to keep with the naming scheme. Same with Nanobrain; Nanotech Nanobrain and Cybernetic Nanobrain.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 01:24:25 PM
its definitely a possibility, right now I feel I need to just get what I'm working on finished which is a another big add! and fix what I broke lol!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: Daracke on January 19, 2015, 05:41:48 PM
I don't know if you're fixing this in the next update, but there may be something wrong with the nano and cyber turrets? I built both of them, and had them fire on a spot, and they seemed really weak. They fire about, what, 4-5 shots, and have a 3 sec cooldown? When I clicked on them to look at their info, it say "improvised turret installed" or something along those lines, and only did 10 damage. I could be spoiled by other turret mods, but I dunno, they just seem weak considering their cost.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - WEAPONS! (v3.2 update: 18/01/15)
Post by: elStrages on January 19, 2015, 06:59:29 PM
I don't know if you're fixing this in the next update, but there may be something wrong with the nano and cyber turrets? I built both of them, and had them fire on a spot, and they seemed really weak. They fire about, what, 4-5 shots, and have a 3 sec cooldown? When I clicked on them to look at their info, it say "improvised turret installed" or something along those lines, and only did 10 damage. I could be spoiled by other turret mods, but I dunno, they just seem weak considering their cost.
cool I will have a look

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 19, 2015, 07:56:09 PM
As  can see I have fixed the problems raised and as such I need some sleep but before I go:
V3.3! Cyber Factions
been working on them for a few days, not completely done to what I want but I will slowly make them more robotic once I figure out some of the bugs and crashes. but I hope you enjoy :D

Happy Gaming
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Epyk on January 20, 2015, 05:43:41 AM
EDIT: Removed

Updated the integrated factions for the Epyk Pack too!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 20, 2015, 06:04:54 AM
this really is an epyk pack of epicness :D added a link to Epyk Pack in my description, just encase people would prefer it there.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Avtomatik on January 20, 2015, 08:17:28 AM
Can you post a screenshot or two of cyberfaction?
thanks ;)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Facepunch on January 20, 2015, 10:46:34 AM
Great mod, but, there's an issue. People in cryptosleep caskets, and even occasionally raiders spawn with bionic arms in...strange places (Saw one with a bionic arm on his jaw, another with an arm on his toe.) Also, turrets can't seem to be repaired.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 20, 2015, 10:59:07 AM
Great mod, but, there's an issue. People in cryptosleep caskets, and even occasionally raiders spawn with bionic arms in...strange places (Saw one with a bionic arm on his jaw, another with an arm on his toe.) Also, turrets can't seem to be repaired.
The thing with the bionic arms are they aren't my code. they are standard Tynan code, I will have a look in core see whats going on

I have checked the turrets and do repair, so im not sure what the issue could be.

|==========Bug reports: (fixing for patch 3.4)==========|
Problem Unresolvable | Current Problem | Problem Resolved
3.3.a: None Yet!
|=========================================|
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: SilverDragon on January 20, 2015, 11:21:47 AM
People in cryptosleep caskets, and even occasionally raiders spawn with bionic arms in...strange places (Saw one with a bionic arm on his jaw, another with an arm on his toe.)

Haha I told you we shouldn't let Johnny Sausagefingers be the doctor of the colony, his PhD was written on a piece of tree bark for crying out loud! :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: palandus on January 20, 2015, 01:23:16 PM
I notice on both the Nanotech and Cybernetic Armor, there is a little "NT" written on it. If that is meant to mean Nanotech, then maybe the Cybernetic Armor should get it's NT changed to CB or CN.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 20, 2015, 01:29:17 PM
I notice on both the Nanotech and Cybernetic Armor, there is a little "NT" written on it. If that is meant to mean Nanotech, then maybe the Cybernetic Armor should get it's NT changed to CB or CN.
yeah that was something I was ment to get round to changing but then the armour graphic in general all needs redoing. now im happy with the contents list I may just look into making things better. there are a lot of sprites that could use redoing :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: HBKRKO619 on January 20, 2015, 02:39:48 PM
OMG OMG OMG Thank you elStrages, with your last update, you succed to fix my surgery issue :) I will finally be able to play with your great mod.
I play with more than 100 mods activated in the same time (yeah i know it's a lot but I only have fun in extra heavy moded rimworld game and I succed to not have compatibility issue or at least, not discovered yet xDDD).
Anyway, thank you a lot elStrages :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 20, 2015, 03:05:59 PM
Haha over 100 damn... Well I'm just happy it's working now for you. Happy gaming
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Salfallen on January 20, 2015, 11:27:51 PM
cybernetic skin seems to be broken unless you need more then meds ive had a guy on a table waiting for 3 months now and a doctor with 11 skill and no other job along with 23 med kits. so do u need more then the med kits to perform this surgery?

nvm 3.3 fixed the issue
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 21, 2015, 03:04:39 AM
Well I'm glad it's fixed :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: gunman435 on January 21, 2015, 05:51:29 PM
How do i update the mod or make it work with the old version cause i swapped the old version with the new version now the game doesn't work so I guess I screwed up anyone help? :'(
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 21, 2015, 06:07:38 PM
How do i update the mod or make it work with the old version cause i swapped the old version with the new version now the game doesn't work so I guess I screwed up anyone help? :'(

what version did you need I can give you a link to download It, you will likely need a new world because of all the new stuff that is in it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Facepunch on January 21, 2015, 07:54:57 PM
Great mod, but, there's an issue. People in cryptosleep caskets, and even occasionally raiders spawn with bionic arms in...strange places (Saw one with a bionic arm on his jaw, another with an arm on his toe.) Also, turrets can't seem to be repaired.
The thing with the bionic arms are they aren't my code. they are standard Tynan code, I will have a look in core see whats going on

I have checked the turrets and do repair, so im not sure what the issue could be.

|==========Bug reports: (fixing for patch 3.4)==========|
Problem Unresolvable | Current Problem | Problem Resolved
3.3.a: None Yet!
|=========================================|

Huh, could be a mod conflict, maybe. I set them up behind sandbags, first, but before I could add the shields from a different mod, they took some fire. So, I constructed my shields which featured an auto-repair function for structures within their radius, only, they didnt repair, I turned the shield off, turned it on again, still no luck. So, I removed it all together and tried to manually get my colonists to do it, again, to no avail. Other than that, though, extremely useful mod, I love it. One of the best mods, for sure.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 22, 2015, 02:50:53 AM
That's the thing when you start adding all these mods together. Custome items sometime stop working  because the two different misdeed although has added items in the same area may be slightly different in code etc
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Meerkat99 on January 22, 2015, 08:12:42 PM
Is this compatible with EDB prepare carefully and project armory
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 22, 2015, 08:17:28 PM
I believe so. they are used in Epyks Mod pack together
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: HBKRKO619 on January 22, 2015, 08:40:34 PM
Is this compatible with EDB prepare carefully and project armory

they are ^^
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: seadderkrupp on January 23, 2015, 09:42:36 AM
Have found a slight problem with Prepare carefully. I works fully i think - just when it came to body parts can only select bionic leg etc or simple prostetic/peg but with the older version i was able to replace with nano brain or cybernetics etc? Is this meant to happen now or an issue with Prepare carefully?



Nevermind:P swear one of these days i will get to sleep and brain will work again:( my fault as forgot to take it out of the sub-folder:)

Thanks for the update and looking forward to trying all the new stuff out - if my colonists make it that long.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Epyk on January 23, 2015, 10:01:07 AM
Is it possible to reduce the scream noise from the rebels and rim troopers.
It's obnoxiously loud.  :(

The Cyber Barrage is pretty loud too.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Ronin90 on January 23, 2015, 10:11:43 AM
Liking this mod, but Cyber Storm is way too overpowered.

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 23, 2015, 10:27:40 AM
yeah maybe, but its the the top end of the mod, there is nothing that takes longer to get through research and construction. so I thought it would be a nice end game, plus you don't have to use it ;) but I know you will :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 23, 2015, 10:28:47 AM
Is it possible to reduce the scream noise from the rebels and rim troopers.
It's obnoxiously loud.  :(

The Cyber Barrage is pretty loud too.
the sounds in the rebels and rim troopers is down to that mod, I could re pitch the weapon noise, I would need a sound editor as I have just downloaded it. will have a look
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Ronin90 on January 23, 2015, 10:38:56 AM
yeah maybe, but its the the top end of the mod, there is nothing that takes longer to get through research and construction. so I thought it would be a nice end game, plus you don't have to use it ;) but I know you will :D

Well i just happened to piss off one of these Cyber Factions and many of their raiders had these, needless to say my base was utterly wrecked. I guess ill just be friends with them from now on.  :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 23, 2015, 06:39:19 PM
Haha the faction description said not to piss them off :D maybe I need to increase the cyber storm heavy in cost so it doesn't come very often.
Although it is funny that they destroyed you. That's what I hoped if someone made them their enemy.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: palandus on January 23, 2015, 10:06:36 PM
I wouldn't say the mod is overpowered. The research cost, and the costs to build the items offsets any uber power from the stuff. Plus, when you think about it, you are unlikely to get the majority of the cybernetic stuff until late game, at which point you'd want all that extra power.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Dragoon on January 23, 2015, 10:48:13 PM
I wouldn't say the mod is overpowered. The research cost, and the costs to build the items offsets any uber power from the stuff. Plus, when you think about it, you are unlikely to get the majority of the cybernetic stuff until late game, at which point you'd want all that extra power.

plus people (like me) mostly never make it to real late game we build our spaceship and are off long before the best stuff can be used.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 24, 2015, 02:49:36 PM
Well that's what I was hoping for really, I want the progress to be at a pace that realistic to the game length. Hopefully the mod will only need some tweeting when alpha 9 comes out.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Boboid on January 25, 2015, 07:00:56 AM
So I've found a couple things that're a bit out of whack regarding balance.


That's everything off the top of my head - A minor complaint would be that you can't fight *any* faction that can potentially bring Cyber-Storms to the fight as they'll wipe you out in a single shot in most cases which isn't particularly fun.
I'd certainly *like* to be able to fight and then convert Cyber-Coven pawns to my colony since they move so much faster and all their limbs/organs are so much tougher than a standard Human, even though you can't augment them :(
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 26, 2015, 04:23:22 PM
well, just rip the s**t out of the mod why don't you...


Na just kidding :D thanks for the information. anything that helps me balance is good, I mad the mod over such a long month that things get a little screwed.  everything that you added has gone into my log and will be worked on, it will then be released fixed in line with alpha 9 :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: shhfiftyfive on January 26, 2015, 04:30:10 PM
i suspect these weapons the cyber faction are using to fight my enemies are basically wrecking my base. could you maybe nerf the friendly fire on the environment.

i had major roof cave-ins that destroyed my turret room. not sure if the cyber faction was responsible or the jaffa faction. i've since removed the jaffa faction because they are way too OP for early game existence. but seeing these cyber guys attacking them with these weapons that have massive aoe radius displayed on my screen, i fear my base and stockpiles will not be safe from them even as friendlies.

maybe even make this faction a separate download? if not a separate download, a separate group in the mod order that could be disabled/removed would be greatly appreciated. i was interested in the implants part of the mod, but then the mod became much more than that. and no simple way atm to disable stuff without removing the entire mod...

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 26, 2015, 06:15:59 PM
yeah its uber weapon within the group the Cyber Storm that is the killer, I will be taking that off the faction in the new release, the other weapons are not AOE so should be all good from then on. the faction will not be separate or taken out though.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: shhfiftyfive on January 27, 2015, 05:20:17 AM
yeah its uber weapon within the group the Cyber Storm that is the killer, I will be taking that off the faction in the new release, the other weapons are not AOE so should be all good from then on. the faction will not be separate or taken out though.
sounds like a good enough solution.

still a bit concerned on one issue: if cybernetic visitors walk into my turret room and take friendly fire because they are in between the enemy and the turret... will this cause the cybernetic faction to get upset with me? i just don't want to risk my entire game being ruined by something like that. maybe there is a way to code it so they forgive for such occurrences?

side note: i do wish there was a way to keep op factions like jaffa in the game, if they could somehow be coded so they wouldn't show up so early (say first appearance is year 2-3) but i can only assume that is entirely impossible.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 27, 2015, 06:55:40 AM
yeah its uber weapon within the group the Cyber Storm that is the killer, I will be taking that off the faction in the new release, the other weapons are not AOE so should be all good from then on. the faction will not be separate or taken out though.
sounds like a good enough solution.

still a bit concerned on one issue: if cybernetic visitors walk into my turret room and take friendly fire because they are in between the enemy and the turret... will this cause the cybernetic faction to get upset with me? i just don't want to risk my entire game being ruined by something like that. maybe there is a way to code it so they forgive for such occurrences?

side note: i do wish there was a way to keep op factions like jaffa in the game, if they could somehow be coded so they wouldn't show up so early (say first appearance is year 2-3) but i can only assume that is entirely impossible.

there will definitely be a way to code it , but it would be down to Tynan's in game systems.  The only solution would be to give hem gifts if it happens to build back reputation. :/ as for the Jaffas', they are an optional faction, and a faction I didn't make, was made by another guy. I jst changed a couple of bits to make it compatible.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Dave-In-Texas on January 27, 2015, 10:57:13 AM
I added cybernetic storm 3.3  after starting a colony and playing for quite some time.
it seems to be working fine, well except....

one of my colonists got given a peg leg due to it being shot off.   he now runs around like the flash from DC Comics.  Just looked and he's also a slowpoke!  hehe. 

I installed the mod because I wanted to make him a leg :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: SilverDragon on January 27, 2015, 12:16:35 PM
I added cybernetic storm 3.3  after starting a colony and playing for quite some time.
it seems to be working fine, well except....

one of my colonists got given a peg leg due to it being shot off.   he now runs around like the flash from DC Comics.  Just looked and he's also a slowpoke!  hehe. 

I installed the mod because I wanted to make him a leg :)

Haha you should play the Flash theme music whenever you give him a command to go haul something from far away! ;D
FLASH!! Ooo-oooo!!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 27, 2015, 02:27:05 PM
I added cybernetic storm 3.3  after starting a colony and playing for quite some time.
it seems to be working fine, well except....

one of my colonists got given a peg leg due to it being shot off.   he now runs around like the flash from DC Comics.  Just looked and he's also a slowpoke!  hehe. 

I installed the mod because I wanted to make him a leg :)
oh really.. I will add it to the list :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Dave-In-Texas on January 28, 2015, 01:38:42 AM
I added cybernetic storm 3.3  after starting a colony and playing for quite some time.
it seems to be working fine, well except....

one of my colonists got given a peg leg due to it being shot off.   he now runs around like the flash from DC Comics.  Just looked and he's also a slowpoke!  hehe. 

I installed the mod because I wanted to make him a leg :)
oh really.. I will add it to the list :)

His movement speed was 0.00 c/s..   he got ganked by a conflux of 3 different tribes (only one of which was initially hostile) and lost the OTHER leg.  sigh.  i gave him a cyber leg and now he moves at 5.80 c/s :)
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: senospt on January 29, 2015, 01:48:05 AM
Sorry for this question but.... how do you make nanothreat?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 29, 2015, 04:13:54 AM
Grown at the nanoponics bench which is unlocked through nanotechnology research.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: skullywag on January 29, 2015, 04:15:01 AM
i have no idea why but nanoponics just made me grin....what a great word.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: ManWithNoName on January 30, 2015, 06:21:51 PM
still a bit concerned on one issue: if cybernetic visitors walk into my turret room and take friendly fire because they are in between the enemy and the turret... will this cause the cybernetic faction to get upset with me? i just don't want to risk my entire game being ruined by something like that. maybe there is a way to code it so they forgive for such occurrences?

side note: i do wish there was a way to keep op factions like jaffa in the game, if they could somehow be coded so they wouldn't show up so early (say first appearance is year 2-3) but i can only assume that is entirely impossible.

This just happened to me, they stood in the incorrect place got shot blamed me sent 24 soldiers at my base... destroyed most themselfs all my turrets and shield generators then killed everyman i had left due to having superious armour and weapons. All i saw was mazssive explosions and my base gone.

Totally ruined the game.
Mod simply removed due to total inbalance.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 30, 2015, 07:00:13 PM
still a bit concerned on one issue: if cybernetic visitors walk into my turret room and take friendly fire because they are in between the enemy and the turret... will this cause the cybernetic faction to get upset with me? i just don't want to risk my entire game being ruined by something like that. maybe there is a way to code it so they forgive for such occurrences?

side note: i do wish there was a way to keep op factions like jaffa in the game, if they could somehow be coded so they wouldn't show up so early (say first appearance is year 2-3) but i can only assume that is entirely impossible.

This just happened to me, they stood in the incorrect place got shot blamed me sent 24 soldiers at my base... destroyed most themselfs all my turrets and shield generators then killed everyman i had left due to having superious armour and weapons. All i saw was mazssive explosions and my base gone.

Totally ruined the game.
Mod simply removed due to total inbalance.
I am sorry for the trouble it caused you, but it does make me giggle a little, I'm sure you have autosaves and save often so can recover your game. I will get this balance sorted y tomorrow I promise!
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 30, 2015, 07:18:00 PM
|==========Bug reports: (fixing for patch 3.4)==========|
Problem Unresolvable | Current Problem | Problem Resolved
3.3.a: Cyber-Coven Heavy makes the game unmplayable
Cyber-Coven Heavy (cyber storm wielder) removed
3.3.b: Bionics are never made due to resource requirments
Bionics changed from plateel to steel and removed hyperweave requirements
3.3.c: Audio and visual implants are pointless
stats changed on Skill at arms and Melee implants to 5% to bring back use of visual and audio implants at 10%
3.3.d: Prosthetic legs are epointless
now only need 10 wood and 5 steel as apposed to 45 wood and 10 steel
3.3.e: Nanoskin creates wrong item
Recipe fixed to produce the right item
3.3.f: Armour ingredients visual problem
3.3.g: Cyber sniper damage
Was using wrong bullet, now fixed
3.3.h: Cyber sniper text
Typo fixed in description
3.3.i: greaves text wrong
Typo fixed to the correct spelling
3.3.j: peg leg speed buff issue
I think this is a tynan issue, I didn't code peg legs the are vanilla
|=========================================|
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: ManWithNoName on January 30, 2015, 07:20:21 PM
Im glad that the loss of hours of game play amuses you and no, there are no saves as i only use the auto saves as that's all i require.

I play the game for a few hours at a time, i build up the base and once its over its over.

As for you re-balancing the mod not too interested it still be greatly outbalanced if your doing it.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 30, 2015, 07:25:14 PM
Im glad that the loss of hours of game play amuses you and no, there are no saves as i only use the auto saves as that's all i require.

I play the game for a few hours at a time, i build up the base and once its over its over.

As for you re-balancing the mod not too interested it still be greatly outbalanced if your doing it.
And how exactly would you personally balance it? Also if your playing it at hours at a time, then you will have had autosaves and been able to back track a little, I am sorry that this issue happened but I am resolving it. I can only resolve things as they get reported, and I can also only resolve things when I have the time.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: palandus on January 30, 2015, 07:38:01 PM
Anything else planned for this mod? Got lots of great stuff already... except for certain things, like more advanced furniture.

Like:
-> Advanced beds which provide greater rest and faster healing in them.
-> Advanced medical beds which provide much faster healing in them and a greater bonus to medical skill.
-> Advanced building material that can be produced from Nanothread, and can be used to make better walls, doors, etc..., as well as used as floors.
-> Advanced Medkits made from nanomites and nanothread that greatly assist doctors when healing patients.
-> The Nerve Stapler Device that makes prisoners far more "willing" to join the colony faster.
-> Advanced melee weapons that are designed for incapping people faster than normal weapons (ie Taser)
-> Crazy weapon ideas, such as the Rocket Minigun, or the Automatic Grenade Launcher, or the Belt-Fed Automatic Quad Barrel Shotgun, or the Cricket (lots of power in a small package)
-> Advanced Nanothread Clothing that is more durable than regular clothing and better for surviving hot or cold environments.
-> Anti-Aircraft weapons designed to shoot drop pods out of the sky.
-> Advanced Hydroponics for growing plants faster and more energy efficient
-> Trash Compactor, that destroys anything caught inside (also kills anything living); great for getting rid of a ton of unwanted bodies, equipment, or other junk very quickly.
-> Flamethrowers for dealing with close ranged combatants and for burning up corpses at a range to avoid getting the "seen dead bodies" debuff.
-> Mech Suits? Likely a coding thing, but if you could do it without coding that be awesome.
-> PA System, where one colonist is attached to the system (similar to how colonists must man a Mortar) and anyone near one of the speakers gets a positive mood boost. The speakers won't work if a colonist isn't attach to the PA System.
-> Freezethrowers; like a flamethrower I suppose, but instead freezes targets causing quick hypothermia and frostbite.
-> And probably some more ideas later >.>
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: HBKRKO619 on January 30, 2015, 07:39:33 PM
Please elStrages, don't remove your faction, they are great and like you said, if a problem made this faction our ennemi, just load an auto save, their is one every 10 min more or less, I absolutly don't see the problem here o-O
This faction is made to be OP, it's like asking to remove the commando from glitter tech mod because of OPness, their are made to be OP o-O
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 30, 2015, 07:48:13 PM
Anything else planned for this mod? Got lots of great stuff already... except for certain things, like more advanced furniture.

Like:
-> Advanced beds which provide greater rest and faster healing in them.
-> Advanced medical beds which provide much faster healing in them and a greater bonus to medical skill.
-> Advanced building material that can be produced from Nanothread, and can be used to make better walls, doors, etc..., as well as used as floors.
-> Advanced Medkits made from nanomites and nanothread that greatly assist doctors when healing patients.
-> The Nerve Stapler Device that makes prisoners far more "willing" to join the colony faster.
-> Advanced melee weapons that are designed for incapping people faster than normal weapons (ie Taser)
-> Crazy weapon ideas, such as the Rocket Minigun, or the Automatic Grenade Launcher, or the Belt-Fed Automatic Quad Barrel Shotgun, or the Cricket (lots of power in a small package)
-> Advanced Nanothread Clothing that is more durable than regular clothing and better for surviving hot or cold environments.
-> Anti-Aircraft weapons designed to shoot drop pods out of the sky.
-> Advanced Hydroponics for growing plants faster and more energy efficient
-> Trash Compactor, that destroys anything caught inside (also kills anything living); great for getting rid of a ton of unwanted bodies, equipment, or other junk very quickly.
-> Flamethrowers for dealing with close ranged combatants and for burning up corpses at a range to avoid getting the "seen dead bodies" debuff.
-> Mech Suits? Likely a coding thing, but if you could do it without coding that be awesome.
-> PA System, where one colonist is attached to the system (similar to how colonists must man a Mortar) and anyone near one of the speakers gets a positive mood boost. The speakers won't work if a colonist isn't attach to the PA System.
-> Freezethrowers; like a flamethrower I suppose, but instead freezes targets causing quick hypothermia and frostbite.
-> And probably some more ideas later >.>

as per usual your ideas are great, I have noted them down and I will look into adding them when I can :) right now I am going to be releasing a patch for current version.
Please elStrages, don't remove your faction, they are great and like you said, if a problem made this faction our ennemi, just load an auto save, their is one every 10 min more or less, I absolutly don't see the problem here o-O
This faction is made to be OP, it's like asking to remove the commando from glitter tech mod because of OPness, their are made to be OP o-O
I shant be removing them, just the one unit that is causing the issues, he will now not spawn as part of the faction, but you can still make the weapon for yourself, just don't use it indoors. :D
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Boboid on January 30, 2015, 08:05:34 PM
Sweet, update ftw - After I'm done mucking about with taming Orion's crawlers I'll jump back into Cybernetic. Interested to see how Cyber Coven combat goes now :)

Out of interest is it intentional that Cyber-Coven pawns can't be modified by implants ect? I just assumed it was because they're so much more durable ( and faster ) by default.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: ManWithNoName on January 30, 2015, 09:53:52 PM
Im glad that the loss of hours of game play amuses you and no, there are no saves as i only use the auto saves as that's all i require.

I play the game for a few hours at a time, i build up the base and once its over its over.

As for you re-balancing the mod not too interested it still be greatly outbalanced if your doing it.
And how exactly would you personally balance it? Also if your playing it at hours at a time, then you will have had autosaves and been able to back track a little, I am sorry that this issue happened but I am resolving it. I can only resolve things as they get reported, and I can also only resolve things when I have the time.

Yes the game provides you with 5 save games and i always use the last save game, using an ealier one imo would be cheating seeing as the game is about creating a colony to survive isn't it? (i admit i used the dev tool once to put out a fire due to the ai being silly). I will admit i tried a few times to beat your faction but, same result everytime. They run into the base liek tribes men everthing explodes around 15-20 of them killed themselfs and the ones that were left just destroyed me.

Quite simply you created the ultimate faction that have no drawbacks. They have the best weapons the best armour which add nothing but bonuses for using them so late game if you dont plan on building the ship for a while there is only really one other thing to achieve outfit all your colonists with the cyberstorm armour its the best in the game :/

Because i wount be playing it again anytime soon, i will suggest looking at the scenario mod (ive not looked at this yet) and maybe create a scenario for the hardcore players where your mission is to defend a massive random attack after a certain time period. Or, i suppose it could be like a tower game where you have to build a colony and constantly defend against them oviously when they are more balanced.

But its a suggestion.

Anywya, out of this thread its late and ive already started another colony.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: palandus on January 30, 2015, 09:55:10 PM
Some more ideas (before I forget them again):

-> Automatic Riot Turret = Fires shockstorm grenades that incap anyone in its blast radius. Also Mechanoids don't like getting zapped either.
-> Nanomite Floors = These special (and expensive to produce) floors allow you to grow plants on them, like regular soil, except that the fertility of this soil is far higher and thus plants grow a lot faster on this floor.
-> Relaxation Device = This device projects a small area around it that calms and relaxes those who feel very tense and in a bad mood. These could be made much more expensive than the PA System idea, but the main purpose of these devices is to help colonists on the verge of a mental breakdown to "calm" them down so that they don't have a mental break.
-> One-Way Doors (probably requires coding) = A door that allows colonists or raiders to enter a door from one direction, but won't allow them to open the door from the other side.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: shhfiftyfive on January 31, 2015, 02:00:28 PM
i appreciate the op weapon removal, really. but i still fear enabling this mod.

i'd really love access to the craftable implants this mod has... without save scumming.

i would ask that the friendly faction be something i could disable in the mod load order. i like the idea but the vanilla game ai doesn't support this feature right now.

because i do not want agro from them when they inevitably will take fire from my turrets, being that's what happens with every friendly faction in the game. its not an if, but a when. i just don't feel like resorting to save scumming to get past this just to get access to the implants part of the mod.

kind regards.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Boboid on January 31, 2015, 02:32:35 PM

Yes the game provides you with 5 save games and i always use the last save game, using an ealier one imo would be cheating seeing as the game is about creating a colony to survive isn't it? (i admit i used the dev tool once to put out a fire due to the ai being silly). I will admit i tried a few times to beat your faction but, same result everytime. They run into the base liek tribes men everthing explodes around 15-20 of them killed themselfs and the ones that were left just destroyed me.

Well he's already fixed your afformentioned explosion problem, Cyber-Coven pawns no longer come armed with Cyber Storm weapons, which were the aoe single-use rocket launchers that detonated everyones bases instantly.

As for your preference to not use saved games, this is entirely on you as its your decision as to what you deem fair, but it's a bit disingenuous to continue to complain about something that has not only been fixed, but could've been avoided by you entirely.

Quote
Quite simply you created the ultimate faction that have no drawbacks. They have the best weapons the best armour which add nothing but bonuses for using them so late game if you dont plan on building the ship for a while there is only really one other thing to achieve outfit all your colonists with the cyberstorm armour its the best in the game :/

I can safely say that a lot of people don't consider building the ship to be the end game of Rimworld at all, and in the current game the effective endgame is to equip all your colonists with the appropriate devilstrand/hyperweave gear, bionics and power armour and develop the kind of killbox that 300 would be proud of. At least until the unit pathing chugs your computer to the point where it's unplayable.

As for drawbacks you can't actually modify Cyber-coven pawns with operations -currently-, so their work speed can be quite a bit slower than a fully implanted human

I tend to view mods such as Cybernetic Storm and Glittertech to just be extensions of the game progression, neither is balanced but that's part of being a mod. Moreso because the base game is incomplete.

Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 31, 2015, 06:17:43 PM
|==========Bug reports: (fixing for patch 3.4)==========|
Problem Unresolvable | Current Problem | Problem Resolved
3.3.a: Cyber-Coven Heavy makes the game unmplayable
Cyber-Coven Heavy (cyber storm wielder) removed
3.3.b: Bionics are never made due to resource requirments
Bionics changed from plateel to steel and removed hyperweave requirements
3.3.c: Audio and visual implants are pointless
stats changed on Skill at arms and Melee implants to 5% to bring back use of visual and audio implants at 10%
3.3.d: Prosthetic legs are epointless
now only need 10 wood and 5 steel as apposed to 45 wood and 10 steel
3.3.e: Nanoskin creates wrong item
Recipe fixed to produce the right item
3.3.f: Armour ingredients visual problem
removed recipe maker, added recipes
3.3.g: Cyber sniper damage
Was using wrong bullet, now fixed
3.3.h: Cyber sniper text
Typo fixed in description
3.3.i: greaves text wrong
Typo fixed to the correct spelling
3.3.j: peg leg speed buff issue
I think this is a tynan issue, I didn't code peg legs the are vanilla
|=========================================|

i would ask that the friendly faction be something i could disable in the mod load order. i like the idea but the vanilla game ai doesn't support this feature right now.

kind regards.

seeing as it is a general request I will take them out and add them to the modded factions list. I will make them into their own mod.
WARNING - This will break old saves. new world and game will be needed to play update
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: palandus on January 31, 2015, 06:20:07 PM
Hey Elstrages, just curious why in your signature, it only has two mods listed, when I'm fairly sure you have others. Any significance with those two listed?
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: elStrages on January 31, 2015, 07:22:52 PM
Hey Elstrages, just curious why in your signature, it only has two mods listed, when I'm fairly sure you have others. Any significance with those two listed?
they are the two im working on most and signature size really lol, I need to create a list post maybe :)
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on January 31, 2015, 07:51:21 PM
Updated to 3.35 with all the changes made listed above.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Epyk on January 31, 2015, 08:37:08 PM
The Epyk Pack feeds off updates. 

Thanks elStrages!  ;D
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Boboid on January 31, 2015, 08:42:58 PM
Sweet, I'll give it another whirl Elstrages and come back with another list of complaints :P
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: ManWithNoName on January 31, 2015, 09:43:03 PM
Well he's already fixed your afformentioned explosion problem, Cyber-Coven pawns no longer come armed with Cyber Storm weapons, which were the aoe single-use rocket launchers that detonated everyones bases instantly.
Bit late now isn't it? My colony is already destroyed due to an unbalanced faction.

Quote
As for your preference to not use saved games, this is entirely on you as its your decision as to what you deem fair, but it's a bit disingenuous to continue to complain about something that has not only been fixed, but could've been avoided by you entirely.
Your right it is my choice, i do it because i rely on my skill rather than an ealier saved game im not a save game scum like you it seems. =)

And how could i avoid something i did not know about? The mod was included in the Epykpack i just activated it and then i get wiped out by a faction that are over powered where was the warning saying "this is op at the moment" or "we are still working on balance issues" i never saw this warning yet this is a released mod? :/

Quote
I can safely say that a lot of people don't consider building the ship to be the end game of Rimworld at all, and in the current game the effective endgame is to equip all your colonists with the appropriate devilstrand/hyperweave gear, bionics and power armour and develop the kind of killbox that 300 would be proud of. At least until the unit pathing chugs your computer to the point where it's unplayable.
I never said it was the end, i said those that choose to continue playing the game will end up taking the items from your mod as they are the best in the game, get your facts right at least.

Quote
As for drawbacks you can't actually modify Cyber-coven pawns with operations -currently-, so their work speed can be quite a bit slower than a fully implanted human
False.

The armor and weapons can have different stats right now they have the best in the game along with only advantages to using them, if you have the armor i believe that adds to the work speed and if you use the helmet faster aiming or something (i forget). The Jaffa Kree Faction has drawbacks, seems you dont have a clue what you are on about.

Quote
I tend to view mods such as Cybernetic Storm and Glittertech to just be extensions of the game progression, neither is balanced but that's part of being a mod. Moreso because the base game is incomplete.

Thats your choice just like using the last auto save is mine, but i refuse to use mods that are not balanced, i really dont class this mod as a final release its still a WIP as their are alot of balance issues and it seems the developer is just going to add more, while trying to fix others. This is his choice just like its mine not to use his mod.

Anyway, i have no idea why your even quoting me, my discussion was with the developer not you, alot of what you posted was garbage anyway and didnt even apply to me because it was fixed AFTER my post or you are suggesting i should become a save scum like yourself which i  refuse to do. Nothing could of been avoid by me because i didnt know the faction was imbalanced there is nothing to say this anywhere, like i said this mod is still a WIP not a release.

Again im out of this post and wont waste my time to reply to you.

Mod is WIP not a release...
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: palandus on January 31, 2015, 10:05:39 PM
Define "balanced".

I define this mod as balanced, because:
1) This stuff is related to the end game, that is not present in vanilla Rimworld. Obviously it would feel overpowered if your colony was in the early stages, but this isn't meant for the early game, but the end game (so basically after your colony has existed for like 3 ingame months or more)
2) This stuff is often very difficult to acquire, to create, or to buy, thus making each item balanced.
3) When the Factions version was released it did say that it was the "cybernetic faction" which basically implies they are equipped with all this "endgame" gear from this mod, and thus if you shoot them its basically suicidal.

This is all very well balanced in my opinion. Sure more balancing can occur to make it better, but its still fairly well balanced. 
Title: Re: [MOD] (Alpha 8) Cybernetic Storm - Cybernetic Faction (v3.3 update: 20/01/15)
Post by: Boboid on January 31, 2015, 10:32:17 PM
Bit late now isn't it? My colony is already destroyed due to an unbalanced faction.
Well yes that's what a lack of research will do to you. IF the loss of a colony concerns you enough to set out to spit acid at the modder responsible then you should probably spend a bit more time asking or at the very least searching for information about the mods you choose to use.
Those are your options.


Quote
Your right it is my choice, i do it because i rely on my skill rather than an ealier saved game im not a save game scum like you it seems. =)

Good to see you're getting nice and malicious.
Quote
And how could i avoid something i did not know about? The mod was included in the Epykpack i just activated it and then i get wiped out by a faction that are over powered where was the warning saying "this is op at the moment" or "we are still working on balance issues" i never saw this warning yet this is a released mod? :/
You didn't bother to look for starters, and many, many released mods are works in progress, in fact, the vast majority are. There are no assurances in the Epyk pack that anything will be balanced, everything is use at your own discretion.


Quote
I never said it was the end, i said those that choose to continue playing the game will end up taking the items from your mod as they are the best in the game, get your facts right at least.

You haven't interpreted what I've written correctly. If you play a vanilla game the situation you're in is identical as I explained, you progress up to the point where you have the best equipment, this mod acts as an extension of a pre-existing progression. And if you wish to point to the penalties of wearing Power armour then I'll happily explain that the drawbacks are by and large meaningless.
Quote
Quote
As for drawbacks you can't actually modify Cyber-coven pawns with operations -currently-, so their work speed can be quite a bit slower than a fully implanted human

False.

The armor and weapons can have different stats right now they have the best in the game along with only advantages to using them, if you have the armor i believe that adds to the work speed and if you use the helmet faster aiming or something (i forget). The Jaffa Kree Faction has drawbacks, seems you dont have a clue what you are on about.
Not sure what you're reading, it's not what I wrote.
The penalties I was referring to are specific to the Cyber-Coven PAWNS, the units themselves, the would-be-colonists - Not the armour.

Please refrain from trying to deflect your mistakes by insinuations about my intelligence.

Quote
Thats your choice just like using the last auto save is mine, but i refuse to use mods that are not balanced, i really dont class this mod as a final release its still a WIP as their are alot of balance issues and it seems the developer is just going to add more, while trying to fix others. This is his choice just like its mine not to use his mod.
Then I suggest you stop using mods entirely as there are very few that are indeed perfectly balanced, which shouldn't come as a surprise.
Quote
Anyway, i have no idea why your even quoting me, my discussion was with the developer not you, alot of what you posted was garbage anyway and didnt even apply to me because it was fixed AFTER my post or you are suggesting i should become a save scum like yourself which i  refuse to do. Nothing could of been avoid by me because i didnt know the faction was imbalanced there is nothing to say this anywhere, like i said this mod is still a WIP not a release.

Again im out of this post and wont waste my time to reply to you.
This is just knee-jerk bluster and really has no place here, it truly doesn't benefit anyone.
You're responsible for your choices ultimately.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: ManWithNoName on January 31, 2015, 10:59:00 PM
Define "balanced".

I define this mod as balanced, because:
1) This stuff is related to the end game, that is not present in vanilla Rimworld. Obviously it would feel overpowered if your colony was in the early stages, but this isn't meant for the early game, but the end game (so basically after your colony has existed for like 3 ingame months or more)
2) This stuff is often very difficult to acquire, to create, or to buy, thus making each item balanced.
3) When the Factions version was released it did say that it was the "cybernetic faction" which basically implies they are equipped with all this "endgame" gear from this mod, and thus if you shoot them its basically suicidal.

This is all very well balanced in my opinion. Sure more balancing can occur to make it better, but its still fairly well balanced.

Define balanced: Balanced to me means you have a chance and that its not going to be a white wash, for example Manchester United vs Doncaster is that a balanced game? No, Mancherster and Chelsea is more balance. But then again other factors play apart to this as to if they play their best team, if the players are tol to play their best etc etc.

1. Colony was around 5 months old, i had alot of the later tech researched via having one guy researching endlessly. I lost over 15k silver though my own mistakes and forgetting to lower the fortress shield sure it annoyed me but thats the game and my fault for not powering own the shiel that was constantly on.

2. Depends on your economy, i was selling to the AI then buying everything i wanted to sell more to him, basically i could do as i pleased.

3. Unfortunately i dont get to choose where they stand when im being attacked, and if thats in front of my turrets then, well thats their fault. Should i of let my base get damaged along with a few colonists while the mod faction ws killed? Maybe but i choice the decision at the time to fight. Like i said i dont use earlier saves as thats cheating.

@Boboid - i cba to reply to you again, your post again makes little sense yet again besides i told you i cba to reply to you again.

If you dont like my comment that your abuse your saves then thats not my problem, its the choice you made just like its mine to play a survival game how it should be played, its not my fault "this" mod is imbalanced. Now to stop this thread derailing anymore because of you im going to quit posting here, as it seems all you want to do is cause an argument im not here for that.

Sorry to say, you will not change my mind and i strongly suggest you dont play any proper survival games where their are no save games you really wouldnt like them.

Take care and feel free to waste more time.

@elStrages - Sorry for this thread being derailed, but keep up the modding work i have nothing against you just feel the mod needs alot of work that is all.

I have a feeling you may bring out some good mods in the future, just right now this isn;t the mod for me. If it improves at a later date i'll check it out (i'll take a break soon an re-turn ina  few alphas i did the same with prison break, the forrest, dayz etc etc H1Z1 is next)
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: palandus on January 31, 2015, 11:07:19 PM
Well, if you ever do pick up this mod or another one of its kind, I would suggest getting EatKenny's Turret Collection. The Avenger, and Laser Turret (provided you have the power) are very powerful... and very expensive, but are great for defenses against these super powered foes. I think the Avenger is like 2400 steel + the ammo belts + an AI core. Just thought I'd mention it.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: ManWithNoName on January 31, 2015, 11:12:02 PM
Well, if you ever do pick up this mod or another one of its kind, I would suggest getting EatKenny's Turret Collection. The Avenger, and Laser Turret (provided you have the power) are very powerful... and very expensive, but are great for defenses against these super powered foes. I think the Avenger is like 2400 steel + the ammo belts + an AI core. Just thought I'd mention it.

Thanks i currently have Turret Collection installed but only used brownings, mini guns and the advanced turret which requires cores so far oh and weapon bases (install guns). As i said above i'll take a break soon and play some H1Z1 fora  few a while then return in a few alphas, its what i do wth alot of games just to keep me entertained and keep them fresh.
________
Thanks Tynan.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Tynan on January 31, 2015, 11:53:00 PM
Some pointless argument posts have been removed. Please don't engage in unconstructive arguing on these forums.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 01, 2015, 03:54:57 AM
Some pointless argument posts have been removed. Please don't engage in unconstructive arguing on these forums.

As Tynan said. I don't mind the feed back of what you like and dislike in the mod, it will make it better in the long run, but can we not berate each other on the post. I get that some people are upset that their colonies have been destroyed, but I have fixed the problem now, too late or not. If you still dislike my mod that's fine, just don't play it and leave it at that, thanks.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: shhfiftyfive on February 01, 2015, 08:34:29 AM
this got me thinking. total anecdotal side note regarding worlds being ruined by (insert reason here):

i'm curious has tynan maybe looked into the vanilla raider/visitor AI for the smallest colony map size available. (i'm kinda thinking this variable was the culprit to the following issues, but i could be wrong).

my world was kinda ruined by the fact that the raiders who "wait for some time before attacking" they would show up with no food stockpile (small map not accommodating enough for it all?) same with mortars. they stopped placing those too. and instead of raid my base, they'd just stand outside and slowly go mad and kill each other because of starvation.

---> it also bugged out any "modded traders who show up with tents". they show up all the time but stopped placing tents after the first 6 months or so, so i couldn't trade with them.

so if i wanted this post to be even the slightest bit about this mod, (which has cybernetic faction trader tents i believe).... i'd maybe reach out to tynan and ask if this small map size is what is causing this issue? idk.

it would be worth noting for mod authors of such traders to maybe advise the players to not use the smallest map size if they want the mod to be compatible. that's assuming the small map size is indeed the cause of the issue. idk. i could be a general AI issue with even larger maps assuming you grab enough land to break their AI in the same manner. but i assume the symptoms would present themselves sooner and more often in the smallest map size.

maybe because i extended my base to cover at least 1/2 the map, there wasn't enough space for the visitors and raiders to setup camp for themselves? idk. i mean they came with mortars and food at the beginning, but maybe they don't like reusing the same spots as were used before and couldn't find any new area big enough to accommodate their setup, so they just glitch out. that's my theory.

i also had (all at this point) visitors who would just wander around and die too, as if they didn't know a good path to exit the map? maybe because they were still glitched trying to find a place to put down their tent?
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: MrWashingToad on February 01, 2015, 10:49:35 PM
Not sure if this has been covered in another reply, but I had a multi-bionic implant colonist finally die on me. I found as I was checking him for other gear, that I could remove his implants for use in other colonists. Waste not, want not and all that.  However I noticed it used medicine to remove from a corpse - kinda odd, but maybe thinking is it uses medicine to not damage it on uninstall from the deceased.

After that, I noticed I could keep spending medicine and get free implant "copies". It doesn't update the colonist corpse info once they are dead, and I could just keep uninstalling components for use in others or sale - but only spend 1 medicine to do so once I've built 1 of everything and kill off a colonist. Kinda OP.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Boboid on February 02, 2015, 12:33:57 AM
Yeah that's not really anything to do with the mod, it's a bug in the core game.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: shhfiftyfive on February 03, 2015, 07:10:58 PM
sorry, just a little unclear on what is what. maybe change the description to clarify.

so does the 3.35 standard version come with or without the cybernetic faction? is truly separate? i saw epyk updated to 3.35 but i don't see a separate deal for the cybernetic faction. so either he didn't add the faction, or they are still part of the main file? i haven't downloaded yet to see.

i mean if it is still included in the main file then that just would mean the extra stand alone faction download would be for those who want the extra faction but none of the other implant crafting... i'm in the opposite camp. i want the implants but not the faction.

but we could fix the confusion by clarifying the wording of what files are in what download a bit more.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 04, 2015, 01:25:04 AM
He added the updated Version 3,35 which doesn't have the faction in it. It's a separate download, tha why it has its own section. The faction required the main mod to play if it didn't I would have given II, it's iwn mod page as such it has its own download part
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: palandus on February 04, 2015, 02:46:56 AM
Hey Elstrages, have you considered some odd weapon ideas for your mod (if not I'll give them):

-> A weapon that fires a rocket, but isn't a one-use weapon. (Not very odd, just that I don't know of any mod that does do this)
-> A shotgun that fires individual pellets instead of blast. (So if it had 10 pellets, it would fire essentially 10 shots all at the same time by having 0 on burst time)
-> A rapid-fire grenade turret that fires EMP, Molotov or Grenades at targets at a distance farther than normal throwing range of these weapons.
-> An EMP Rifle that fires rounds that do no damage to humanoids, but massive damage against mechanoids (by say using the EMP Grenade damage type stuff put into a rifle for long-range engagements against these powerful foes)
-> (Likely require coding) A weapon that ignores cover as if the target was out in the open. Something like a railgun that you could say has such penetration power that no cover can stop the round from hitting them, and essentially negates the cover.
-> (Likely require coding) A weapon with a night vision scope that ignores the penalty caused for being in darkness
-> (Likely require coding) A weapon that fires a single rocket/grenade projectile that when it reaches its target, it explodes and releases 4-6 grenades near the blast zone that explode 1 second later. So basically an MIRV Rocket, or Cluster Grenade.
-> (Likely require coding) A weapon that fires a concentrated microwave that cooks its target and damages it by giving that target multiple burns and hyperthermia.
-> (Likely require coding) A weapon that fires a concentrated beam of cold that freezes its target and damages it by giving that target multiple frostbites and hypothermia.

Thoughts?
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: shhfiftyfive on February 04, 2015, 02:30:56 PM
He added the updated Version 3,35 which doesn't have the faction in it. It's a separate download, tha why it has its own section. The faction required the main mod to play if it didn't I would have given II, it's iwn mod page as such it has its own download part
thanks for clarifying. maybe add this to the changelog.

3.3.j removed cybernetic faction from main file. is now a separate optional download. requires main file to work. link found here in original thread.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 04, 2015, 02:40:51 PM
Hey Elstrages, have you considered some odd weapon ideas for your mod (if not I'll give them):

-> A weapon that fires a rocket, but isn't a one-use weapon. (Not very odd, just that I don't know of any mod that does do this)
-> A shotgun that fires individual pellets instead of blast. (So if it had 10 pellets, it would fire essentially 10 shots all at the same time by having 0 on burst time)
-> A rapid-fire grenade turret that fires EMP, Molotov or Grenades at targets at a distance farther than normal throwing range of these weapons.
-> An EMP Rifle that fires rounds that do no damage to humanoids, but massive damage against mechanoids (by say using the EMP Grenade damage type stuff put into a rifle for long-range engagements against these powerful foes)
-> (Likely require coding) A weapon that ignores cover as if the target was out in the open. Something like a railgun that you could say has such penetration power that no cover can stop the round from hitting them, and essentially negates the cover.
-> (Likely require coding) A weapon with a night vision scope that ignores the penalty caused for being in darkness
-> (Likely require coding) A weapon that fires a single rocket/grenade projectile that when it reaches its target, it explodes and releases 4-6 grenades near the blast zone that explode 1 second later. So basically an MIRV Rocket, or Cluster Grenade.
-> (Likely require coding) A weapon that fires a concentrated microwave that cooks its target and damages it by giving that target multiple burns and hyperthermia.
-> (Likely require coding) A weapon that fires a concentrated beam of cold that freezes its target and damages it by giving that target multiple frostbites and hypothermia.
Thoughts?


All great ideas, I am working on another new mod at the moment that is very graphic heavy lol, as such CS is taking a back foot until alpha 9, but I will add them again to the list and I will add what I can when I can, but look forward to the next big update for alpha 9 ;)

3.3.j removed cybernetic faction from main file. is now a separate optional download. requires main file to work. link found here in original thread.

Added
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: shhfiftyfive on February 06, 2015, 10:28:33 AM
i found an incompatibility issue with another mod. the mod that adds "nano storage". (haplo's misc with mai)

i was trying to build a cybernetic turret from this mod, requiring plasteel. but it said i didn't have enough materials.

after removing all the plasteel from the nano storage i confirmed it was the cause of the issue.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Redshadow on February 06, 2015, 12:06:46 PM
Hey Elstrages, have you considered some odd weapon ideas for your mod (if not I'll give them):

-> A weapon that fires a rocket, but isn't a one-use weapon. (Not very odd, just that I don't know of any mod that does do this)
-> A shotgun that fires individual pellets instead of blast. (So if it had 10 pellets, it would fire essentially 10 shots all at the same time by having 0 on burst time)
-> A rapid-fire grenade turret that fires EMP, Molotov or Grenades at targets at a distance farther than normal throwing range of these weapons.
-> An EMP Rifle that fires rounds that do no damage to humanoids, but massive damage against mechanoids (by say using the EMP Grenade damage type stuff put into a rifle for long-range engagements against these powerful foes)
-> (Likely require coding) A weapon that ignores cover as if the target was out in the open. Something like a railgun that you could say has such penetration power that no cover can stop the round from hitting them, and essentially negates the cover.
-> (Likely require coding) A weapon with a night vision scope that ignores the penalty caused for being in darkness
-> (Likely require coding) A weapon that fires a single rocket/grenade projectile that when it reaches its target, it explodes and releases 4-6 grenades near the blast zone that explode 1 second later. So basically an MIRV Rocket, or Cluster Grenade.
-> (Likely require coding) A weapon that fires a concentrated microwave that cooks its target and damages it by giving that target multiple burns and hyperthermia.
-> (Likely require coding) A weapon that fires a concentrated beam of cold that freezes its target and damages it by giving that target multiple frostbites and hypothermia.

Thoughts?

Rocket launcher-Sounds nice, though it'd either have to be nerfed quite a lot, or be super-horrifically difficult to get a hold of(or maybe 2 versions, one that follows nerfing, one that follows hard-to-get... ing?)
Shotgun-As much as i'd love to see a weapon like this, I think there was already a gun that tried it from LandriCorp, a 'Flak Cannon' that had an infinite fire rate, yet it shot a very large stream of bullets, not a blast of them all at once, it's also described as a shotgun, so... If you decide to make a shotgun, i'd try and look into making someform of system that ignores fire rate for the weapon's burst
railgun-Sounds nice, would also be nice if it damaged cover too, but that'd probably take a lot of coding to do the whole 'ignores cover' thing. Making bullets ignore physics, yet dish out damage to nearby(within the same tile) entities/objects should be able to happen.
nightvision scope-Sounds nice, but I feel that'd be a ton easier to code onto a clothing part... Maybe add a ghost clothing part that gets added when the weapon is equipped, and taken off & deleted once you drop the weapon/equip another one
Clusterrocket-Nice idea, though that'd be difficult making a projectile spawn other projectiles once it reaches a specific point, probably not so much if it just does it on impact though
Microwave gun-Good idea! Maybe a projectile like the Laser Turret in the turrets mod could suffice to represent it's type of firing, and setting the enemies on fire too, that'd be a nice touch.
Freezegun-Same as microwave, could also add the 'stun' effect, like the Zatgun in the Jaffa faction mod to respresent freezing.

All-in-all, great ideas! Hope they get implemented into a mod!
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: JohnMidnight on February 08, 2015, 06:24:43 PM
elSrages.

I don't see it anywhere, I haven't further tested (means going through another colony.) anyway.
I am using the CS version of the Jaffa and they don't seem to be able to be cremated. I haven't tested just yet on the non-cs version of the Jaffa, or if the CS RimTroopers Rebel/Imp are crematable. Is this design?

This spawns from myself having issues with cremating people >.> and trying to nail down which mod is causing the oops, as nothing comes up in debug mode :(

OMG I IZ STOOPID
Fixed it


Damn Fine Mod! Love the difficulty. Puts mah Turret Collection guns to good use.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 09, 2015, 01:27:12 AM
No worries bud. It m&s usually something like turning them on in the list of the cremator. Glad your enjoying the mod :)
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: MrWashingToad on February 09, 2015, 09:04:38 AM
elStrages - when I load the mod, it throws an error - typically it's trying to spawn in an ear, or a jaw, sometimes another body part on first load of the game. Doesn't seem to crash, just tries to spawn and throws an error. Lemme know if you need a screenshot of it or a certain file for troubleshooting. If I clear the error, everything still seems happy and game moves on, but first landing on the planet always causes an error to popup.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 09, 2015, 12:05:37 PM
elStrages - when I load the mod, it throws an error - typically it's trying to spawn in an ear, or a jaw, sometimes another body part on first load of the game. Doesn't seem to crash, just tries to spawn and throws an error. Lemme know if you need a screenshot of it or a certain file for troubleshooting. If I clear the error, everything still seems happy and game moves on, but first landing on the planet always causes an error to popup.
Yeah this has been a bug throughly the mods lifetime, I'm still yet to pin point the problem :/ I will keep looking thought. Thanks bud.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Jacksidious on February 09, 2015, 05:50:11 PM
Ok I've tried and tried but im stumped. Is there something required to install a "implant"?

I'm using the epyk pack and think it could be a mod conflict. I was determined to solve this myself but im just wondering if you know of anything that would cause just the implants to not be in the menu for operations.

I have everything else but any type of implant visual/skill at arms/audio don't show up. I have the items bought and crafted myself and neither show up in the menu. :/

Also want to say I love your mod and thank you lol
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: MrWashingToad on February 09, 2015, 05:52:31 PM
Ok I've tried and tried but im stumped. Is there something required to install a "implant"?

I'm using the epyk pack and think it could be a mod conflict. I was determined to solve this myself but im just wondering if you know of anything that would cause just the implants to not be in the menu for operations.

I have everything else but any type of implant visual/skill at arms/audio don't show up. I have the items bought and crafted myself and neither show up in the menu. :/

Also want to say I love your mod and thank you lol
Need to post this under Epyk's pack mod thread - but I'm running same thing, and have no issues doing that. Make sure you have medicine b/c that's needed to install, and make sure you have the modconfig file loaded so it loads all the mods in the recommended order (it helps a LOT).
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 09, 2015, 06:33:26 PM
Rasher may have solved your problem. If not let me know we will try and find a resolution
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Jacksidious on February 10, 2015, 07:41:43 AM
Need to post this under Epyk's pack mod thread - but I'm running same thing, and have no issues doing that. Make sure you have medicine b/c that's needed to install, and make sure you have the modconfig file loaded so it loads all the mods in the recommended order (it helps a LOT).

Ok good to know it's working. I have the right order and medicine so I have no idea. I'll recheck the order and try a few other things.

I know it's not his mod, it worked fine alone just curious what could cause an issue like that.

Rasher may have solved your problem. If not let me know we will try and find a resolution

Ok awesome sounds good.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Jacksidious on February 10, 2015, 01:42:09 PM
Ok solved it! The problem was me, I forgot I added Combat realism and apparently that's incompatible with mods that edit the body(as it says on the forum post) lol.

I don't know much about programming or modding but good news is I fixed it (maybe). Still got to test some things out but I can see the implants now and install them with them working correctly. Both mods seem to be working as intended so far but not completely sure on that yet.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 10, 2015, 01:46:02 PM
Ok solved it! The problem was me, I forgot I added Combat realism and apparently that's incompatible with mods that edit the body(as it says on the forum post) lol.

I don't know much about programming or modding but good news is I fixed it (maybe). Still got to test some things out but I can see the implants now and install them with them working correctly. Both mods seem to be working as intended so far but not completely sure on that yet.
Human pawn Defs Xml confliction... standard.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Jacksidious on February 10, 2015, 02:28:20 PM
Human pawn Defs Xml confliction... standard.

Yeah I think because I had his mod after yours and it was overwriting it? I just added your parts to his body and the healthdiffs. Not sure if that was bad but all seems good.

Only weird thing is parts that were added before the change are on wrong parts. Like peg legs on thumbs lol. If you take them off and add the part again it goes to the right spot though.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Epyk on February 12, 2015, 05:13:08 PM
Human pawn Defs Xml confliction... standard.

Yeah I think because I had his mod after yours and it was overwriting it? I just added your parts to his body and the healthdiffs. Not sure if that was bad but all seems good.

Only weird thing is parts that were added before the change are on wrong parts. Like peg legs on thumbs lol. If you take them off and add the part again it goes to the right spot though.

Always wanted a peg-leg based super hero!
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: Didact04 on February 13, 2015, 09:32:22 PM
I'm interested in this pack, but at the same time I'm reading through some of its content and I can't shake this feeling that 'nano' is constantly being used as its own substance. Just going through the changelogs and picking out the items themselves I run into logical errors:

"- Cyber Weapons:"

'Cyber' refers to something computer-based or digital in nature. I feel like weapons with computers in them at the era this game takes place in is a bit low-end, considering they can make anti-matter reactors and inject themselves with little trinkets to feed information into their brains.

"- Nano Weapons:"

The use of 'nano' here is very vague. What are the nanomachines doing? Are they the projectiles? That's very inefficient. Are they doing something here? Or is this just a fancy name to put on a higher tier piece of equipment?

" - Nanotech and Cybernetic Advanced Machinegun Turrets"

So are the guns made out of nanomachines? What even is a cyber-turret? How come the nanomachines themselves aren't being used as weapons? Think of the chaos you can weave on a microscopic level.

"- Implants:
      - Cybernetic Jaw
      - Cybernetic Nose
      - Melee Implant
      - Skill at Arms Implant"

I don't feel like these make sense. Unless there's a nice description in which case I'd be delighted to see it.

"nurf"

*nerf

"- nanofusion"

I hope you got really technical with this.

"- Cyberskeleton"

A digital skeleton? Doesn't sound particularly robust. Or, y'know, physical.

"- Nanoskin"

Skin made out of nanomachines?

"- Advanced Visual and audio implants"

I feel like these could have some degree of effect, but it depends. What do they do? Are they processing visual/auditory information for you ahead of time before being streamed to your subconscious? Does this somehow make your eyes/ears stronger? Are these augments to eyes/ears or the brain? If you're processing the information for them ahead of time, why mess with inferior humans at all and not just make a machine that runs off this technology? Y'know, with superhuman reflexes/power/force? Something?

"- Cybernetic helmet"

I really want a description of what "cybernetic" is in this context.


Basically I just want some explanations of what this stuff is supposed to be. It's a bit of an immersion-killer and I can't help but nitpick.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: HahaOhWow on February 13, 2015, 09:47:46 PM
Forgive me if this has been asked in the previous 27 pages but I have a question that's been rather bothersome for me. I've always tried to use mixed unit tactics (from weapons types to including brawlers for flanking) and I have fallen in love with this mod pack BUT it puts a kink in my brawlers. The spine (major problem can't remove a spinal implant without complete mobility/manipulation loss and there's no 'human spine'), sternum, hands and arms all overwrite whatever melee weapon they have equip to use their damage instead despite the fact that the weapon they are holding is stronger in every way. Is there a way this can be changed? Even just a quick point to where the damage for the parts is in the mod file itself so I can remove the damage aspect would be much appreciated! Sorry again if this has already been answered. 
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 14, 2015, 03:43:06 AM
@Didact04
Simple put nano is a pre programmed machine that does something it's told. The nano in front of name is to distinguish the tier it's built at and what ingredients it's likely to use.
Cyber is the next tier of self aware machines that help the user. This again is a tier distinguishing feature.
I'm not going to write a while back story to each part and item in the mod. This is a mod and not the vanilla game. If it gets to a piont where the mod doubles in size I will employee you to come and immerse people. As it stands I don't really have the time or want to do it sorry.

@hahaohwow
Once you install those parts their melee damage will be better than any weapon you can make in the game. That is why they don't use them. If you want all the stats of items feel free to look through the XML code. You can nurf anything you don't like
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: popster99 on February 14, 2015, 04:19:49 AM
that misspelling of nerf lol nurf
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: HahaOhWow on February 14, 2015, 06:58:56 AM
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.

Edit: Found and removed damage factors (sans hands and my brawlers are back up to sending limbs flying! :D) and noticed there's no hands defined on two tables. Still new to modding and was wondering if just snipping in a BodyPartDef and a ThingDef for hands would allow hands to be installed with arms? or am I over simplifying things?
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 14, 2015, 09:18:14 AM
that misspelling of nerf lol nurf
phone post auto correct!
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
sorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not.  i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: HahaOhWow on February 14, 2015, 09:22:58 AM
that misspelling of nerf lol nurf
phone post auto correct!
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
sorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not.  i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.

Yeah I was looking over it all and coming up with a work around for using the highest damage equipped limb/weapon would have been too much work, I did edit the damage/swing on the cyberHands and upped the cost to compensate. But now I'm stuck with not being able to put cyberHands on any pawn that's had surgery on their arms (including transplanted human arms).
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 14, 2015, 09:45:16 AM
that misspelling of nerf lol nurf
phone post auto correct!
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
sorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not.  i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.

Yeah I was looking over it all and coming up with a work around for using the highest damage equipped limb/weapon would have been too much work, I did edit the damage/swing on the cyberHands and upped the cost to compensate. But now I'm stuck with not being able to put cyberHands on any pawn that's had surgery on their arms (including transplanted human arms).
yeah that is the way the items are installed, the code tynan put in place removes a large amour of parts and when you install the arm it counts as 1 item apposed to the complete set of items that it replaced, I may look into a dll to se if I can code it to re add all the pieces when tat specific item is installed, would be a lot of work though.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: HahaOhWow on February 14, 2015, 10:03:29 AM
Damn, here I was hoping it would have been as easy as slapping in a bodyDef and thingDef for handCS, oh well! Anyways thank you so much for the amazing mod and the direct feedback! I'm certainly going to tinker with it myself some more :D
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 14, 2015, 10:06:18 AM
go nuts :D if you make any progress that I missed let me know we can put it in the mod.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: kingtyris on February 14, 2015, 10:39:17 PM
Why... why?!..

WHY don't the Jaffa have little X slits on their bellies? :'(
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: kingtyris on February 14, 2015, 10:40:11 PM
Fantastic mod btw. I love it. Once I dl'd it, I've spent at least a week straight replaying the game. I'm hooked. Thanks. Adds in mid and later game content that I've been dying for.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: popster99 on February 15, 2015, 01:53:07 AM
Fantastic mod btw. I love it. Once I dl'd it, I've spent at least a week straight replaying the game. I'm hooked. Thanks. Adds in mid and later game content that I've been dying for.
best spelling of di'd ever its spelt did
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 15, 2015, 07:12:04 AM
Fantastic mod btw. I love it. Once I dl'd it, I've spent at least a week straight replaying the game. I'm hooked. Thanks. Adds in mid and later game content that I've been dying for.

thanks, I'm glad you are enjoying it.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 16, 2015, 09:22:40 AM
So in my description is a like to the wiki page for my mods. I was wondering if anyone could have a scan through. It's still in development I just wanted to get some opinions on the CS section :D
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: TracerFox on February 16, 2015, 06:10:12 PM
Got a quick question for you guys.  Can anyone give me a summary of how this mod differs from Extended Surgery?  I love the basic idea of new implants, surgeries, and organ harvesting.  Both mods seem to have these basic themes, but I really don't know how they differ, and not sure which one I would want to use more.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 16, 2015, 06:46:50 PM
Got a quick question for you guys.  Can anyone give me a summary of how this mod differs from Extended Surgery?  I love the basic idea of new implants, surgeries, and organ harvesting.  Both mods seem to have these basic themes, but I really don't know how they differ, and not sure which one I would want to use more.
Es add crafting for vanilla bionics and prosthetics as well as some new implants and more
CS add around 20 or so new bionics to the game, as well as power systems, weapons and armours. Crafting benches and advanced tech tree. and much more.
Each has a list of features in the first forum post, I would go have a look there
Also I have been updating my mod page on the wiki, have a look there for cybernetic storms feature (its a work in progress, Link in description)
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: TracerFox on February 16, 2015, 07:43:59 PM
Can anyone confirm if ES and CS are incompatible if used together? Could they be edited to be made compatible?
If so, would anyone be willing to guide me through this?
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 17, 2015, 01:29:40 AM
Can anyone confirm if ES and CS are incompatible if used together? Could they be edited to be made compatible?
If so, would anyone be willing to guide me through this?
Incompatible
Merge the pawn_humanoid install part section def in the XML should resolve the issue
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: TracerFox on February 17, 2015, 04:51:28 PM
Incompatible
Merge the pawn_humanoid install part section def in the XML should resolve the issue

Huh.  Just did a search for pawn_humanoid in all the XML files of both CS and ES and got no hits at all.  Sorry to sound obtuse here, but which files specifically am I looking for/at?  Pretty sure I can figure out the merges to make once I know what files to work on.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 18, 2015, 01:30:38 AM
Rimwolrd folder > mods > "mod name" > defs > thingDefs > race_humanoid.xml
I believe that's the file path, I'm not near my computer to look right now :) but I'm pritty sure its that
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: TracerFox on February 18, 2015, 02:08:37 AM
Rimwolrd folder > mods > "mod name" > defs > thingDefs > race_humanoid.xml
I believe that's the file path, I'm not near my computer to look right now :) but I'm pritty sure its that
Huh... Just checked the ES mod, and it does not use that file, nor does it seem to edit the humanoid pawn defs anywhere else in the mod.
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 18, 2015, 05:31:54 AM
Hmm ok well I will have a look later myself and see if I can narrow the problem. If it's not what I originally thought it may be a conflict of editable body parts or vanilla limbs. I will let you know :)
Title: Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
Post by: elStrages on February 18, 2015, 02:38:50 PM
Rimwolrd folder > mods > "mod name" > defs > thingDefs > race_humanoid.xml
I believe that's the file path, I'm not near my computer to look right now :) but I'm pritty sure its that
Huh... Just checked the ES mod, and it does not use that file, nor does it seem to edit the humanoid pawn defs anywhere else in the mod.
I cant see what the problem is. when you play the game, activate cybernetic storm first then close the mod install options. Then go back in and install extended surgeries. see if that resolves your problems.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 18, 2015, 04:20:12 PM
Alpha 9 Update Released
Looks like im first :) Alpha 9 Update for Cybernetic Storm
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: palandus on February 18, 2015, 04:56:18 PM
Wow, that was fast!

Looking forward to trying it out.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 18, 2015, 05:00:53 PM
i thought so too haha, it was available to download so i cracked on, i even put down Total War Attila so i could!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: dareddevil7 on February 18, 2015, 07:12:22 PM
what is it that the nano mites implant was supposed to do?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 19, 2015, 01:51:58 AM
It was supposed to auroral people. But it surpassed my c# skills
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Redshadow on February 19, 2015, 12:52:40 PM
Good job updating this so quickly!
Quick thing I found out in the game whilst playing it today was that you can't have your armour(I've only tested with Cybernetic so far) on at the same time as one of the new personal energy shields. Weather this is intentional or not, it gave me a few ideas... How about
-An implant that gives a minor version of the energy shield
-An implant/apparel item that gives a bonus to the maximum charge a shield can have
-An armour that has an integrated shield system
-A version of the armour that can be equipped alongside a shield
-A ranged weapon that disables shields for a couple of seconds/minutes
-A ranged weapon that can be fired from inside a shield
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 19, 2015, 01:18:46 PM
Good job updating this so quickly!
Quick thing I found out in the game whilst playing it today was that you can't have your armour(I've only tested with Cybernetic so far) on at the same time as one of the new personal energy shields. Weather this is intentional or not, it gave me a few ideas... How about
-An implant that gives a minor version of the energy shield
-An implant/apparel item that gives a bonus to the maximum charge a shield can have
-An armour that has an integrated shield system
-A version of the armour that can be equipped alongside a shield
-A ranged weapon that disables shields for a couple of seconds/minutes
-A ranged weapon that can be fired from inside a shield
I will test them against each other and I will definitely add your ideas to the list! I had only seen that these shields where in from the video. So I will test and measure.

Edit: I have looked through the stats and it is where the shield and the armour both get applied.  This means that you can wear a shield and cybernetic or nanotech armour. But this is also true of Vanilla Power Armour. So I will look for a work around, I may apply the armour like parka or have them as their own layer entirely. The other side of the coin is keeping it the same as the vanilla power armour, and just making more shields and or implants that use the stats, I will have a play around.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Redshadow on February 19, 2015, 02:44:59 PM
Good job updating this so quickly!
Quick thing I found out in the game whilst playing it today was that you can't have your armour(I've only tested with Cybernetic so far) on at the same time as one of the new personal energy shields. Weather this is intentional or not, it gave me a few ideas... How about
-An implant that gives a minor version of the energy shield
-An implant/apparel item that gives a bonus to the maximum charge a shield can have
-An armour that has an integrated shield system
-A version of the armour that can be equipped alongside a shield
-A ranged weapon that disables shields for a couple of seconds/minutes
-A ranged weapon that can be fired from inside a shield
I will test them against each other and I will definitely add your ideas to the list! I had only seen that these shields where in from the video. So I will test and measure.

Edit: I have looked through the stats and it is where the shield and the armour both get applied.  This means that you can wear a shield and cybernetic or nanotech armour. But this is also true of Vanilla Power Armour. So I will look for a work around, I may apply the armour like parka or have them as their own layer entirely. The other side of the coin is keeping it the same as the vanilla power armour, and just making more shields and or implants that use the stats, I will have a play around.

Thanks! I love your mod, it was the first one I downloaded for A9 because I got so much good use out of it on A8, keep up the good work!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 19, 2015, 03:04:37 PM
I would also like to request two new guns.

1) A slightly faster firing version of the Nano/Cyber Rifle, but only fires 1 shot at a time. Longer range and more accurate than the pistol, but not as much as the sniper gun.

2) Nano Shotgun and Cyber Shotgun. :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 19, 2015, 03:06:08 PM
Thanks! I love your mod, it was the first one I downloaded for A9 because I got so much good use out of it on A8, keep up the good work!
Cheers dude :) glad your enjoying it!

I would also like to request two new guns.

1) A slightly faster firing version of the Nano/Cyber Rifle, but only fires 1 shot at a time. Longer range and more accurate than the pistol, but not as much as the sniper gun.

2) Nano Shotgun and Cyber Shotgun. :)
There is already a nano shotgun :) but I eill add the rest to list :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 19, 2015, 03:36:27 PM
There is!? Why have I not seen this? Awesome! I'll look for it. Maybe it is because I tend to skip past nano and go for Cyber stuff.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 19, 2015, 03:58:05 PM
Hmm. Now that I think of it, you might want to make Bionic, Nano, and Cyber all distinct sets from each other instead of a straight upgrade. I tend to skip past the first two and go right for the Cyber stuff since it is always better.

With the new changes to surgery, the possibility of catastrophic surgery results will make people want to do the fewest surgeries possible and even more people will probably just wait until they have access to the cyber implants.

Something like:
Bionic = Worker Upgrades
Nano = Melee
Cyber = Ranged
Might work out okay. They would each upgrade some of the same things, but with a heavier emphasis on each category? Nano would have heavier armor and melee abilities, Cyber would be good for speed and ranged abilities. What do you think?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 19, 2015, 04:47:35 PM
Hmm. Now that I think of it, you might want to make Bionic, Nano, and Cyber all distinct sets from each other instead of a straight upgrade. I tend to skip past the first two and go right for the Cyber stuff since it is always better.

With the new changes to surgery, the possibility of catastrophic surgery results will make people want to do the fewest surgeries possible and even more people will probably just wait until they have access to the cyber implants.

Something like:
Bionic = Worker Upgrades
Nano = Melee
Cyber = Ranged
Might work out okay. They would each upgrade some of the same things, but with a heavier emphasis on each category? Nano would have heavier armor and melee abilities, Cyber would be good for speed and ranged abilities. What do you think?
not a bad idea, these stats would only apply to armours though, as the implants change different stats. what people can make would also depend on the availability of resources, in the Alpha 9 release, things like plasteel became a bit rarer so hopefully people wont be able to make tones of Cybernetic stuff. We will see, I will update the areas im working on now and add some new content then return to tweak I think.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Redshadow on February 19, 2015, 07:26:47 PM
Hmm. Now that I think of it, you might want to make Bionic, Nano, and Cyber all distinct sets from each other instead of a straight upgrade. I tend to skip past the first two and go right for the Cyber stuff since it is always better.

With the new changes to surgery, the possibility of catastrophic surgery results will make people want to do the fewest surgeries possible and even more people will probably just wait until they have access to the cyber implants.

Something like:
Bionic = Worker Upgrades
Nano = Melee
Cyber = Ranged
Might work out okay. They would each upgrade some of the same things, but with a heavier emphasis on each category? Nano would have heavier armor and melee abilities, Cyber would be good for speed and ranged abilities. What do you think?

Was thinkibg to self 'So my previous sugguestion of shielded armour could be the nanotech armour. But what would be a good cyber-grade version of a Nanotech sheild generator implant/generator armour? Oh, maybe either just a significaltly better one, or a device that either stops wounds from bleeding, or uh... Maybe a random chance to heal a wound every ingame hour/half-day/day, but it's 100% chance to be 'poor treatment' every time.'
*couldn't help self from typing out thoughts*

So yeah, I couldn't sleep and i just-so-happened to have a device capable of writing this. A few other random sugguestions
-weapon that stuns a target, and decreases conciousness slightly, but the effect is stackable.(kind of like a psionic wave gun, the more the recipient of said waves is receiving said waves, the more they'll be disoriented and maybe eventually when consciousness hits 0% they become incapped/go mad(Maybe binge drinking, even... for whatever random , somewhat comical reason)/go braindead.
- an implant that heals somewhat poorly, but heals the pawn that has the implant nonetheless
- Maybe some psychological manipulation implant, could maybe allow a colonist w/ the inplant to not just arrest people, but induce mental breaks(maybe even pick which one they have. Maybe also have a chance to damage the brain of the person inducing the break based on a will-to-breakingpoint ratio)(or just add a -45 mood effect to people shooting at the person with the implant)(or both..)
-implant that gives the colonist the ability to perform doctoring without medkits as though they were using medkits, maybe also allow surgeries withour medkits
-misc. profession-specific implants, like deployavle Scissorfingers, which adds a + to plant skill(yes, edward scissorhands referece...)
Hope I didn't bore you with my relatively unconventional & virtually impossible-to-make-happen ideas.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 19, 2015, 07:28:05 PM
At this rate I will have to make you co-modder lol :D
All great idea bud, I will add them to my list.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Nemesis on February 20, 2015, 09:56:05 AM
Hello there,
I've tried the new Alpha 9 with this mod and maybe I found a small bug. When the Cybernetic trader arrived I had the option to purchase a Cybernetic turret gun for 0.50$ . Well I gave it a try and armed my colonist with it and it worked, although I think it acted like a Cyber MG. So I expect that shouldn't be possible, as in Alpha 8 it wasn't.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Redshadow on February 20, 2015, 10:10:49 AM
At this rate I will have to make you co-modder lol :D
All great idea bud, I will add them to my list.

Thanks. After seeing the new update to the Rim Effect mod w/ its shield that allows for ranged weapons to be fired out of it, I've reconsidered my 'Cyber version of Nano shield armour should be a slow healing armour' idea, and originally I thought that a shield's 'Don't allow weapons to shoot out' part was hard-coded, thus making something that doesn't have that same property somewhat impossible without an extensively vast amount of coding, trial & error. In conclusion, maybe a Cyber shield should exist with a -50% efficiency (both recharge rate and max charge) but allows for ranged weapons to be fired from it.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: TracerFox on February 20, 2015, 10:18:15 AM
Got a compatibility suggestion to make.  I've finally tracked down why my colonists were ignoring the crafting bill to make the wooden buckets at the wood worktable (buckets coming from Hermit's Kitchen mod).  Turns out that both CS and HK make changes to that workbench which interfere with each other.  I'm not sure what exactly is overriding what, but might be worth exploring.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 20, 2015, 11:33:57 AM
Hello there,
I've tried the new Alpha 9 with this mod and maybe I found a small bug. When the Cybernetic trader arrived I had the option to purchase a Cybernetic turret gun for 0.50$ . Well I gave it a try and armed my colonist with it and it worked, although I think it acted like a Cyber MG. So I expect that shouldn't be possible, as in Alpha 8 it wasn't.
Thank I will look into the problem
At this rate I will have to make you co-modder lol :D
All great idea bud, I will add them to my list.

Thanks. After seeing the new update to the Rim Effect mod w/ its shield that allows for ranged weapons to be fired out of it, I've reconsidered my 'Cyber version of Nano shield armour should be a slow healing armour' idea, and originally I thought that a shield's 'Don't allow weapons to shoot out' part was hard-coded, thus making something that doesn't have that same property somewhat impossible without an extensively vast amount of coding, trial & error. In conclusion, maybe a Cyber shield should exist with a -50% efficiency (both recharge rate and max charge) but allows for ranged weapons to be fired from it.
cool I will change the points I made in the ideas section of my notes and add them as applicable.
Got a compatibility suggestion to make.  I've finally tracked down why my colonists were ignoring the crafting bill to make the wooden buckets at the wood worktable (buckets coming from Hermit's Kitchen mod).  Turns out that both CS and HK make changes to that workbench which interfere with each other.  I'm not sure what exactly is overriding what, but might be worth exploring.
The problem is, is that he workbench code he used was from my original water in food mod which I directly copied from CS. If anything needs to change the coding In his mod for the bucket well and workbench all need to be done. I have told him this a couple of times but seems to have not been seen in the posts or maybe he forgot or something. I'll message over there again and see what's up
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: w4lt3r on February 21, 2015, 12:11:01 PM
With A9 version, my colonists don't seem to gain any experience from crafting on the crafting stations of this mod.
I assume that's a bug and will be fixed at some point.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: TracerFox on February 21, 2015, 12:13:38 PM
The problem is, is that he workbench code he used was from my original water in food mod which I directly copied from CS. If anything needs to change the coding In his mod for the bucket well and workbench all need to be done. I have told him this a couple of times but seems to have not been seen in the posts or maybe he forgot or something. I'll message over there again and see what's up

Gotcha.  I finally made a work-around of my own by removing the water bucket from the dough recipe.  Not very realistic, but functional.  Two additional possible workarounds I tested included changing the water bucket recipe (at the well) to require wood directly (instead of crafting empty bucket first).  Third workaround would be to edit the dough recipe again; in there is a commented out section which gives the empty bucket back after making dough, just uncomment this to make buckets re-usable.  This third option would require you to start with at least one bucket of course.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 21, 2015, 12:25:09 PM
With A9 version, my colonists don't seem to gain any experience from crafting on the crafting stations of this mod.
I assume that's a bug and will be fixed at some point.
its not a bug, its a change in code by Tynan, so I had to remove the code lines.
The problem is, is that he workbench code he used was from my original water in food mod which I directly copied from CS. If anything needs to change the coding In his mod for the bucket well and workbench all need to be done. I have told him this a couple of times but seems to have not been seen in the posts or maybe he forgot or something. I'll message over there again and see what's up

Gotcha.  I finally made a work-around of my own by removing the water bucket from the dough recipe.  Not very realistic, but functional.  Two additional possible workarounds I tested included changing the water bucket recipe (at the well) to require wood directly (instead of crafting empty bucket first).  Third workaround would be to edit the dough recipe again; in there is a commented out section which gives the empty bucket back after making dough, just uncomment this to make buckets re-usable.  This third option would require you to start with at least one bucket of course.
cool well let Hermit know the issue, if he re-codes them it will resolve the issue :) its mainly the workbench that's the issue.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Duser600 on February 21, 2015, 12:38:58 PM
;) so the NT on the armour stands for Nanotrasen?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: w4lt3r on February 21, 2015, 12:46:18 PM
On another note - Not being able to install implants now, or do I have to harvest an limb / organ to replace it with a cybernetic / nanotech ones?

Bionic implants seem to work but nanotech / cybernetics are not.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: LordShotGun on February 21, 2015, 02:46:36 PM
The nano and cyber weapon creation stations don't appear to be working for me, they take the materials but doesn't produce anything. However I am modding the crap outta my game so I dunno, just wanted to check to see if this was a known issue or its on my end.

Also, is there a way to make nano and cyber armor "last" longer? I don't mean tougher versus incoming damage, just so they don't deteriorate so friggin quickly. I had an awesome character and I saved up enough silver to buy a cyber suit, only to have it fall apart in less then 6 months. Considering the shear amount of resources and time required to make a suit or the large amount of silver required to buy one, I would like it to last longer.

Besides, isnt this supposed to be master chief level space armor? Or even better?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 21, 2015, 04:04:56 PM
I second the durability running out way too fast for armor of this type:
"I am Iron Man!" > "I am Rust Man!" > "I am Naked Man!" :p
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Kyos on February 21, 2015, 05:29:34 PM
Are there any plans on adding the items, Military Helmet, Kevlar Helmet and Armor Vest to the crafting bench? Possibly using carbon fibers for the kevlar and vest to some extent?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 21, 2015, 06:57:57 PM
On another note - Not being able to install implants now, or do I have to harvest an limb / organ to replace it with a cybernetic / nanotech ones?

Bionic implants seem to work but nanotech / cybernetics are not.
logged will look into it.

The nano and cyber weapon creation stations don't appear to be working for me, they take the materials but doesn't produce anything. However I am modding the crap outta my game so I dunno, just wanted to check to see if this was a known issue or its on my end.

Also, is there a way to make nano and cyber armor "last" longer? I don't mean tougher versus incoming damage, just so they don't deteriorate so friggin quickly. I had an awesome character and I saved up enough silver to buy a cyber suit, only to have it fall apart in less then 6 months. Considering the shear amount of resources and time required to make a suit or the large amount of silver required to buy one, I would like it to last longer.

Besides, isnt this supposed to be master chief level space armor? Or even better?
I will double check to see if it is this mod, If I cant find anything likely hood is that its getting interfered with.
I second the durability running out way too fast for armor of this type:
"I am Iron Man!" > "I am Rust Man!" > "I am Naked Man!" :p

I will see what I can do to slow down the decay rate, but I think it may be hard coded, logged though and I wil get back to you.
Are there any plans on adding the items, Military Helmet, Kevlar Helmet and Armor Vest to the crafting bench? Possibly using carbon fibers for the kevlar and vest to some extent?
Yes, in the next major update :)

Bare with me guys and gals, I have been super busy at home with family stuff and I brought TW:Attilla (been out 5 days already played 26 hours... oops). I am trying to put this mod first as it is my major one. Look forward to the next update which if all goes to plan should be ready by middle of next week. Lots of content and coding added, so I hope you enjoy it!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Ykara on February 21, 2015, 07:29:45 PM
With A9 version, my colonists don't seem to gain any experience from crafting on the crafting stations of this mod.
I assume that's a bug and will be fixed at some point.
its not a bug, its a change in code by Tynan, so I had to remove the code lines.
I'm not sure if you've already found out, but Tynan hasn't removed this feature, he just renamed it. Instead of determining how much xp your colonists gain it's calculated with the worktime I think.
Instead of    

<skillGains><Crafting>120</Crafting></skillGains>
   
it's now

<workSkill>Crafting</workSkill>

Hope I have helped you if you didn't know this already ^^



Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 03:07:18 AM
I'm not sure if you've already found out, but Tynan hasn't removed this feature, he just renamed it. Instead of determining how much xp your colonists gain it's calculated with the worktime I think.
Instead of    

<skillGains><Crafting>120</Crafting></skillGains>
   
it's now

<workSkill>Crafting</workSkill>

Hope I have helped you if you didn't know this already ^^

Ahh I see yeah thanks that is a lt of help saved me searching for it. I will add it back into all the crafting :) should only take two munutes. Expect it in the next update!

|========Bug reports: (fixing for patch 3.45/3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved
3.4.a: Cybernetic Turret Brought from trader
removed trader tags and tested, 15 traders no turret hopefully its resolved.
3.4.b: No crafting experience recieved
I Thanks to the guy above for pointing out the code line to be re-added.
3.4.c: Unable to install implants
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
3.4.d: Degrading of armor too fast
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
3.4.e: Shield and armour cannot be worn together
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
3.4.f:hand install part not working
|=========================================|
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 10:30:09 AM
So in an attempt to bring Nanotech armour into the fold, I was given the idea to have Nanotech armour based around melee combat and Cybernetic armour based around range combat. So I have changed the stats to reflect this.
Nanotech have increased resistance, effects melee cooldown and hit chance and can be worn with a shield.
Cybernetic Armour effects range accuracy, is slightly less melee reistant, but also increases range aim speed and increases fire rate
This way hopefully people will have a set or armour for their ranged and their melee fighters.
Research will remain unchanged.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: UA_Serpent on February 22, 2015, 10:33:35 AM
I see another problem.
You should balance item prices
for example
Vanilla Pistol = $200
Nano pistol (better than Vanilla) = $120
And many other.
Cybernetic Armor better than Power Armor but their cost near equal.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 12:44:15 PM
I see another problem.
You should balance item prices
for example
Vanilla Pistol = $200
Nano pistol (better than Vanilla) = $120
And many other.
Cybernetic Armor better than Power Armor but their cost near equal.
Yeah I noticed that and its already been fixed. Thanks though bud :)
Will be in the next update :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: JustNTyme on February 22, 2015, 02:17:17 PM
The reason for the cybernetics not being able to be installed is a incompatibility issue between this mod and the zombie apocalypse mod. Not expecting anything just thought i'll let you know...
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Cybergoth on February 22, 2015, 03:16:16 PM
Wow!
Awesome mod!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 03:18:43 PM
The reason for the cybernetics not being able to be installed is a incompatibility issue between this mod and the zombie apocalypse mod. Not expecting anything just thought i'll let you know...
Thanks I will put it on the main page.
Wow!
Awesome mod!
Glad your enjoying it :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 03:33:37 PM
New tech tree. This is to be released with the next major update.  If you play the mod you can work out what I have added ;) and will give you a little incite into what to expect.  I like giving out little teasers, and the next update will be one of the biggest in a while.  A lot of my time has gone into balancing the mod, this means code cutting, stat recalculating and a lot more. well hope you enjoy it anyways.
Click the picture to enlarge
(http://i.imgur.com/QKzxc4s.png) (http://i.imgur.com/QKzxc4s.png)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 22, 2015, 03:43:06 PM
Looks nice. Got an ETA in mind? I've put crafting XP back in my version and was gonna make a few tweaks for a playthrough, but if you're releasing in the next few days I'll just wait.

Awesome mod though, and thanks for all the work put into it!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 22, 2015, 03:45:38 PM
Looks nice. Got an ETA in mind? I've put crafting XP back in my version and was gonna make a few tweaks for a playthrough, but if you're releasing in the next few days I'll just wait.

Awesome mod though, and thanks for all the work put into it!
I'm hoping to have to done by Wed/Thu with a little luck, latest Friday.  It does depend on how much time I get in the evenings once I put the kids to bed etc :) but I will slug away.
And..
Thanks glad your enjoying it!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: LordShotGun on February 22, 2015, 03:51:55 PM
Have you considered adding neuro-trainers to the cybernetic traders? It seems like the type of item they would carry as well as making them much more valuable as a trader. Currently, I groan when I see a cyber trader notification pop up, as I never have enough silver or stuff to trade to buy anything.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Der Failer on February 22, 2015, 04:39:38 PM
If you haven't already plan/implemented something against those old age illnesses, it would be cool if you could do so. It just seems odd to me that I can replace almost any part of a colonists body, but I can do anything against a bad back.
Also it would be cool if could add carbon/nano/cyber foot. It always seems a little extreme to replace the whole lag if only the foot is missing.
Anyway keep up the good work :)

Edit: Is it intended that your trader don't buy melee weapons? If yes that fine by me, i'm just curious.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Amunak on February 22, 2015, 07:47:43 PM
The nano and cyber weapon creation stations don't appear to be working for me, they take the materials but doesn't produce anything. ...
I will double check to see if it is this mod, If I cant find anything likely hood is that its getting interfered with.

It seems to be an error with your mod - doesn't work well with creating items with durability I guess? It's really annoying (that and the experience bug). But other than that this mod is just pure awesome.

Console log if it helps:
(http://i.imgur.com/s3qP8Yb.png)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: HBKRKO619 on February 22, 2015, 07:59:59 PM
Is it posssible (I absolutly don't know, my capacity in modding are under 0) to made a compatibility patch between your mod and Zombie Apocalypse ? It was one of my must have mod in the alpha 7 and your Cybernetic Storm mod was also a must have in the alpha 8, can't choose between :(

P.S. : I will post this in the Zombie Apocalypse thread as well, maybe you can work together with Justin C (if it's possible, I repeat it, I absolutly don't know)

Thank you :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: shhfiftyfive on February 22, 2015, 08:29:17 PM
i see some non-items being sold by the traders. like cybernetic turrets for 50 cents.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 22, 2015, 08:38:39 PM
I am getting this too:
Code: [Select]
JobDriver threw exception in initAction. Pawn=Julia, Job=DoBill(A=NanoRiflingBenchCS275272, B=NanomitesItemCS281605), Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator13E.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey210.<>m__2D4 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.BeginNextToil () [0x00000] in <filename unknown>:0
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Lou102 on February 22, 2015, 08:59:01 PM
elStrages this is not something that you need to worry about, I just think that this thread is the best place to post this.

My colony only has a skill 4 doctor, he is not skilled enough to install cybernetic parts. (installing bionic and Nanotech parts works fine) I'm posting this because I think the game should kick out a "no one is skilled enough" message like crafting tables do, or at least something that serves the same purpose. It took me about an hour of loading past saves, poking around with the Developer Powers spawning items, and creating a new world to figure out what was going on.

Anyway, love the mod elStrages. Love the game Tynan.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: kaiserslash on February 23, 2015, 12:12:52 AM
Just a grammar error I discovered. 
Nano Scatter Shot's description.  It says "A deadly short rage shot weapon", I'm assuming you meant it to say short range.
Also, The Cybernetics Research description has Cybernetics spelled wrong in its description.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 23, 2015, 01:32:36 AM
-cut-
Implantable foot - yes added to list :) as for bad back, I am trying to see about resolving this, it just seems to be one of them things that you get in game a little like cataracts and it doesn't matter what you have installed. I will look into it as I might be wrong :D


-cut-
Console log if it helps:
(http://i.imgur.com/s3qP8Yb.png)
very helpfully I have added it to the list (See Bellow)


i see some non-items being sold by the traders. like cybernetic turrets for 50 cents.
Aleady resolved (See Bellow)


I am getting this too: 'NanoRiflingBench' Issue -cut-
thanks have added to the list (See Bellow)


My colony only has a skill 4 doctor, he is not skilled enough to install cybernetic parts. I'm posting this because I think the game should kick out a "no one is skilled enough" message.
I thought it did throw a pop up if you started a bill higher than any pawn skill level. but no worries it may have changed in the update. I will look into it (See Bellow)


Just a grammar error I discovered. 
Nano Scatter Shot's description.  It says "A deadly short rage shot weapon", I'm assuming you meant it to say short range.
Also, The Cybernetics Research description has Cybernetics spelled wrong in its description.
Thanks instantly resolved :)

|========Bug reports: (fixing for patch 3.45/3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved
3.4.a: Cybernetic Turret Brought from trader
removed trader tags and tested, 15 traders no turret hopefully its resolved.
3.4.b: No crafting experience recieved
I Thanks to the guy above for pointing out the code line to be re-added.
3.4.c: Unable to install implants.
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
3.4.d: Degrading of armor too fast
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
3.4.e: Shield and armour cannot be worn together
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
3.4.f: Hand install part not working.
3.4.g: Power armour helmet produces nothing.
3.4.h: Nano rifling bench production broken.
3.4.i: No skill warning on bills, possible code issue.
|=========================================|
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: shhfiftyfive on February 23, 2015, 02:07:16 AM
can't believe i'm divulging this but i think the nano pistol is under budget, in terms of edb's prepare carefully item budget.

for 240 points it is really a no-brainer choice on what weapon to start with.

the normal vanilla pistol's budget is now 400. so the nano pistol should be at least 450-500 i suppose.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 23, 2015, 02:44:28 AM
can't believe i'm divulging this but i think the nano pistol is under budget, in terms of edb's prepare carefully item budget.

for 240 points it is really a no-brainer choice on what weapon to start with.

the normal vanilla pistol's budget is now 400. so the nano pistol should be at least 450-500 i suppose.
It was based on the price of the weapon. I have increased its price thus solving this issue hopefully :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Kyos on February 23, 2015, 03:15:13 AM
Glad to hear you are enabling Armor Vests come next major update, running into fights wearing naught but synthread jammies in the early to mid-game always felt a little awkward.

If I may input another suggestion: Editing the hyperweave recipe to use synthread, in addition to devilstrand, in its manufacture. If this is reasonable.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 23, 2015, 05:09:09 AM
Glad to hear you are enabling Armor Vests come next major update, running into fights wearing naught but synthread jammies in the early to mid-game always felt a little awkward.

If I may input another suggestion: Editing the hyperweave recipe to use synthread, in addition to devilstrand, in its manufacture. If this is reasonable.
as in you can you either individually or that you use both in one recipie
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Kyos on February 23, 2015, 09:06:51 AM
Glad to hear you are enabling Armor Vests come next major update, running into fights wearing naught but synthread jammies in the early to mid-game always felt a little awkward.

If I may input another suggestion: Editing the hyperweave recipe to use synthread, in addition to devilstrand, in its manufacture. If this is reasonable.
as in you can you either individually or that you use both in one recipie
The latter. I can't really explain the reasoning behind it. Could be that I feel Hyperweave to be the best you can get with fabric like materials and should be a bit harder than hammering three bits of devilstrand together (3 devilstrand, 1 synthread?). Or that I have huge stocks of cloth from my cotton farms lying around and want to keep the craft-droids busy. By making mechanical sweatshops crafting synthread precursors for use in hyperweave manufacture...

Truth of the matter is a lot sillier however. - Synthread is light blue, hyperweave is a darker shade of blue. Therefore according to my brain, they are connected... Somehow*. Like polyester/cotton blend clothing.

*I might just be insane.

On that note, I feel the power-armor helmets might be a tad cheap, but I am not going to post any suggestions on the economy of late-game armor. Because forums give my anxiety disorder the heebie jeebies, but mostly because I can't remember what the material costs were exactly. (Only that I could make helmets long before I could make the armor suits... I think the devilstrand padding is the bottleneck there.)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: KUNG FU JONES on February 23, 2015, 12:13:14 PM
So it took me a while to figure this out but i currently have a colony of people running around with your nano and cybernetic turrets as main weapons cause they were sold for 0.50 and i thought i would test them and they are so damn op (in a hand for 0.50) that i basically beat the game. btw can i just say the nano and long shot sniper are amazing i checked them out and they help out so much late game.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 23, 2015, 01:24:41 PM
(3 devilstrand, 1 synthread?)
Not a bad resource count. I will have a look and implement something the same or similar.

So it took me a while to figure this out but i currently have a colony of people running around with your nano and cybernetic turrets as main weapons cause they were sold for 0.50 and i thought i would test them and they are so damn op (in a hand for 0.50) that i basically beat the game. btw can i just say the nano and long shot sniper are amazing i checked them out and they help out so much late game.
Thanks for the report. Its a known bug I have squashed :) keep an eye on my bug report list if you find anything else.

|========Bug reports: (fixing for patch 3.45/3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.4.a: Cybernetic Turret Brought from trader
removed trader tags and tested, 15 traders no turret hopefully its resolved.
3.4.b: No crafting experience recieved
I Thanks to the guy above for pointing out the code line to be re-added.
3.4.c: Unable to install implants.
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
3.4.d: Degrading of armor too fast
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
3.4.e: Shield and armour cannot be worn together
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
3.4.f: Hand install part not working.
3.4.g: Power armour/ helmet produces nothing.
Code checked and slight problem in ingredients. Now fixed and produces what its supposed to.
3.4.h: Nano rifling bench production broken.
couldn't find issue, Was able to create all weapons hassle free
3.4.i: No skill warning on bills, possible code issue.
couldn't find issue, got bill warning from all bills
|=========================================|
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: palandus on February 23, 2015, 08:20:15 PM
I really don't know what Kyos is complaining about it being TOO easy to get Hyperweave. One does have to grow the Devilstrand for like 40 days, and hope you don't get a Blight, Flash Freeze, Mortar Strike from Raiders, or Bush Fire; if they are indoors in Hydroponics, then you have to worry about a Battery Explosion, Eclipse, or Solar Flare as no power means those plants die very quickly... in addition to the fact that each Devilstrand plant only gives like 2-3 Devilstrand to begin with. So... to have enough Devilstrand for 50 Hyperweave, you'd need 50 Devilstrand plants to survive for 40 days... and that's to only produce like one Cybernetic piece.

As for other stuff and ideas for the mod:

-> An advanced personal shield that allows you to fire out from it in addition to being protected by it.
-> A basic shield for a turret, that doesn't allow it to fire, but absorb a few shots. Useful for your colonists for using the turret as a decoy while they pick off hostiles from a distance behind the turret.
-> An advanced shield for a turret, that allows it to fire and have some additional protection.
-> A basic shield for sandbags, making them more durable, temporarily, against gunfire from hostile raiders.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: shhfiftyfive on February 23, 2015, 10:08:00 PM
i'd be interested in a modded turret that gets a defensive shield to counter these ridiculous enemy melee guys who zerg your turrets like suicide bombers.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 24, 2015, 01:25:11 AM
I was thinking that's maybe all material creation needed an overhaul anyways. I will look into it all today probably. The nod has has massive rebalances thought which you will see in the change log very soon hopefully!

As for these:
-> An advanced personal shield that allows you to fire out from it in addition to being protected by it.
-> A basic shield for a turret, that doesn't allow it to fire, but absorb a few shots. Useful for your colonists for using the turret as a decoy while they pick off hostiles from a distance behind the turret.
-> An advanced shield for a turret, that allows it to fire and have some additional protection.
-> A basic shield for sandbags, making them more durable, temporarily, against gunfire from hostile raiders.
I have added them to the growing list :D of which I am slowely getting through lol
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Kyos on February 24, 2015, 01:45:32 AM
I really don't know what Kyos is complaining about it being TOO easy to get Hyperweave. One does have to grow the Devilstrand for like 40 days, and hope you don't get a Blight, Flash Freeze, Mortar Strike from Raiders, or Bush Fire; if they are indoors in Hydroponics, then you have to worry about a Battery Explosion, Eclipse, or Solar Flare as no power means those plants die very quickly... in addition to the fact that each Devilstrand plant only gives like 2-3 Devilstrand to begin with. So... to have enough Devilstrand for 50 Hyperweave, you'd need 50 Devilstrand plants to survive for 40 days... and that's to only produce like one Cybernetic piece.
I really don't know what you are complaining about here. In the time you've gotten your first crop of devilstrand, you will literally have gotten 20+ harvests of cotton cloths. Barring cold snaps or crop blights. Nevermind merchants selling the stuff in bulk. Is it beyond your means to assign some low-ranking jobbo to weave that into synthread in the ~35 days the devilstrand harvest will require to mature? Admittedly, it would increase the cost of a cyber-piece by ~250 cloth, but as I said. Its a trivial amount.

I call it a 'greenhouse' it averages at around 300 devilstrand per harvest. (https://www.dropbox.com/s/mbijreds2kkn1a5/Sk%C3%A4rmklipp%202015-02-24%2007.38.07.png?dl=0)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Lou102 on February 24, 2015, 01:58:16 AM
Sorry elStages I was not clear enough.

My comment was not about the skill warning on construction of an organ. It was that there is no medicine skill warning for the surgery.

To test my point. Start a colony with colonists that all have the base skill of 3 in surgery. Use the developer mode to spawn in a cybernetic organ of any kind. The colonist will crawl into bed and lay there while no one starts the surgery bill. This is a code issue so none of this really matters anyway.

I hit this in my colony after my level 8 in surgery doctor died and I couldn't install the cybernetic organs I bought from the cybernetics trader. Again I don't see this as an issue with your mod.

Edit: I'm playing on version 724 no idea if 725 or 727 changed things related to this.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: kaiserslash on February 24, 2015, 09:31:11 AM
I've been using your mod now for about 24 hrs of gameplay now, huge RimWorld binge as of late lol.  My biggest gripe about this mod is that you don't actually gain Crafting experience from crafting the different things (bionics, cybernetics, synthread, etc...). 

It's not a huge deal but the main problem is you need certain crafting levels in order to make some of your techs and thanks to skill decay, when you don't gain exp from something then it keeps dropping below the required level.

Any chance of this being added?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 24, 2015, 10:38:36 AM
He already fixed it for the next release.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: DrDevastation on February 24, 2015, 12:51:23 PM
Hey I dont know if im doing anything wrong but for some reason when I create any kind of nanoweaponry my craftsmen gets the materials for the bill, works on it (which consumes all of said materials and then rinses and repeats with a bill for only 1 and it doesnt actually craft the weapon... how do i fix this?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 24, 2015, 01:01:31 PM
He already fixed it for the next release.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 24, 2015, 04:03:15 PM
Thanks for the reports guys, I have logged what needed and I have as already said fixed others. Hopefully the release will still be end of this working week but I have just been dumped on at work! So I am trying my hardest to smash it out. May have a half release instead of everything I wanted.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 24, 2015, 04:34:26 PM
Might be better that way, the crafting table issue is a pretty serious problem.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 24, 2015, 06:10:12 PM
Might be better that way, the crafting table issue is a pretty serious problem.
Its coming!
Bug crushing for current updated content right now, hopefully have a part release 3.45 tomorrow :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: 10001110 on February 24, 2015, 10:11:53 PM
Ty so much el, this has been more gamebreaking then core bugs :P cant play without cybernetic storm anymore.
I've also noted that the mod weapons don't seem to appear in vendors, but maybe i've just been unlucky, maybe it's related to the crafting bug?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Rathael on February 24, 2015, 11:08:23 PM
I've been getting guns from the traders.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 25, 2015, 12:56:44 AM
turrets and batons cost 50 cents each from the traders

also how the heck do nanoponics basins even work? is there a tutorial? they just sit there saying growing season here now but nothing ever happens.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 01:06:54 AM
As for your crafting items not showing up after you craft them, you can just spawn one with the dev mode. If you're really turned off by the no crafting XP, it's just a matter of adding <workSkill>Crafting</workSkill> at the end of each recipe.

Or just take this file and drop it in the Defs folder of the mod. It just overwrites the old recipes and adds the crafting XP back in only.

If this is out of line, I apologize. I'm unsure if there's any protocol in making minor changes? It may be a moot point anyways if you get out an update later today.

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 01:10:57 AM
turrets and batons cost 50 cents each from the traders

also how the heck do nanoponics basins even work? is there a tutorial? they just sit there saying growing season here now but nothing ever happens.

They need a sunlamp and a connection to a power source. They need 50W of power.

Edit: And maybe at a comfortable temperature too? Not sure about that as my base is heated. Sounds like yours is too, if it's telling you its growing season though.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 25, 2015, 01:16:35 AM
turrets and batons cost 50 cents each from the traders

also how the heck do nanoponics basins even work? is there a tutorial? they just sit there saying growing season here now but nothing ever happens.

They need a sunlamp and a connection to a power source. They need 50W of power.

Edit: And maybe at a comfortable temperature too? Not sure about that as my base is heated. Sounds like yours is too, if it's telling you its growing season though.
http://i.imgur.com/YyvkIX0.png
is what i have. temp is 15C, its indoors. for some reason the connected rate/stored keeps fluxuating. for instance it'll rapidly go from over 10k to -2k W, and the Wd will also fluxuate but not as fast ot slowly goes up or down depending on if the W is higher or lower than the Wd. i honestly have no idea what those things mean but im positive i have enough power.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 01:30:30 AM
Someone needs to plant them probably. I don't think you can prioritize it either. Try setting someone to just garden and see if they go do it.

Your power fluctuation is probably going from daytime to nighttime if you have solar power. You generate 10k during the day, but at night you have a -2k draw on your batteries. I'm not exactly sure what the d in Wd is. Days? Regardless, each battery can store 1k of power. If you have ten batteries linked together your power readout would be  xxxx W/ yyyyy Wd   X is your current power being generated or depleted, and Y is the total amount of stored energy in all connected batteries.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 25, 2015, 01:32:38 AM
Someone needs to plant them probably. I don't think you can prioritize it either. Try setting someone to just garden and see if they go do it.
ah i see. well that would explain why i cant right click them. also i applied the fix for the other prosthetics mod and i recieved error codes when i reloaded. not sure what they mean.
http://i.imgur.com/lJMw9wj.png
edit: i removed it and now its doing this whenever i hit overview. wtf! http://i.imgur.com/kWgEjmd.png
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 02:03:28 AM
Yeah, I think it might have to do with the bill your pawn was working being cancelled? Everything should work the same though. The only things changed were the recipes for this mod, and they give experience now.

You can't just remove the files if you overwrote them :p
If you do that, you'll remove the whole recipes folder which you kind of need... If you don't want the changes just drop a backup copy or new copy of the mod in there.

Edit: It has to do with your pawn doing a crafting job while you load the save for sure. I just tested it. If they aren't crafting, it doesn't throw any errors. It doesn't seem to affect gameplay either way though.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 25, 2015, 02:18:15 AM
seemed to fix it... sorry im pretty new at this.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 02:22:40 AM
Good lol. That's why its always good to keep back ups. I was worried about you for a few minutes there though.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 25, 2015, 04:18:59 AM
Those images don't show any Cubernetic storm issues, or am I being blind. If that's the case your posting in the wrong topic.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: seadderkrupp on February 25, 2015, 06:08:29 AM
Just want to say thanks elStrages for this mod. Makes playing alpha9 more complete. Makes me wish at times i could get my head around all the .dll and xml things to try modding myself:)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 25, 2015, 10:55:20 AM
Just want to say thanks elStrages for this mod. Makes playing alpha9 more complete. Makes me wish at times i could get my head around all the .dll and xml things to try modding myself:)
First off your welcome and thanks for playing my mod! and modding RimWorld isn't hard, just need to fine an angle that hasn't already been used. There are a lot of good mods out there. But there is always room for more :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 25, 2015, 11:12:59 AM
Tonights Update
v3.45 will definitely be released tonight. I will work until I'm going to go to bed and whatever stage I am at I will release. I am not finished with bugs and I am just adding more content.  As it goes I will have about 10 new things in the game and a lot of changes and balances.

Bellow is the change log so far.
Change Log: v3.4 Alpha 9 Release
Added:
   - Nano Sleep Tube
   - Nano Healing Pod
   - Medicine Station
   - Rifling bench for vanilla weapon crafting
   - Medical Lab for crafting medicines
   - Cna now craft Glitterworld medicine and Nanotech medicine
   - Nano-Thermal Plant (currently produces power but will change with dll)
   - Nanotech and Cybernetic Shields
   - Armour Vest, Military helmet and kevlar helmet recipie for construction.
        - Added  more research to the tree, diversification in the furniture and medical side
Changed:
   - Massive code move and seperations plus code trimming.
   - Complete overhaul of the reserach system
   - Complete resource demand / recipe overhaul
   - Complete Pricing overhaul
   - Nano Swarm damage recalculation
   - Cyber Storm damage recalculation
   - Robotics Workbench Sprite change base colour to red
   - Cybernetics lab sprite changed base colour blue
   - Halved nanopower plant output by 1/2 reduced construction cost 1/3
   - Nano-batter storage power cut by 1/3 reduced construction cost 1/2
   - Nano-Skin changed body part effects.
   - Cybernetic-Skin rebalance, reduced to only effect 2 stats rather than everything.
   - Prices of items have been recalculated accross the board.
   - Nanovine outpur reduced form 5-10 to 2-5 and lowered grow days
   - Cybernetic Armour focuses on Shooting
   - Nanotech Armour focuses on Melee
   - Nano brain and Advanced brain now effect mental break theshold, eaviung factor and psychic sensitivity
   - Cybernetic and Nanotech armour health increased to be better than power armour varients
Removed:
   - Nothing

Plus all these bugs have been fixed
|========Bug reports: (fixing for patch 3.45/3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.4.a: Cybernetic Turret Brought from trader
removed trader tags and tested, 15 traders no turret hopefully its resolved.
3.4.b: No crafting experience recieved
I Thanks to the guy above for pointing out the code line to be re-added.
3.4.c: Unable to install implants.
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
3.4.d: Degrading of armor too fast
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
3.4.e: Shield and armour cannot be worn together
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
3.4.f: Hand install part not working.
Hand locations where wrong.
3.4.g: Power armour/ helmet produces nothing.
Code checked and slight problem in ingredients. Now fixed and produces what its supposed to.
3.4.h: Nano rifling bench production broken.
couldn't find issue, Was able to create all weapons hassle free
3.4.i: No skill warning on bills, possible code issue.
couldn't find issue, got bill warning from all bills
|=========================================|
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: miguellima on February 25, 2015, 12:17:00 PM
Awesome to see an update :)

I have a question, i started a game and still haven't researched anything other than stonecutting and geothermal. I have your mod installed with a self made fix for the medical and crafting xp. Will i need to start a new game when i update?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: yokai on February 25, 2015, 12:54:22 PM
I am looking forward to the update and will test them :-)
Awesome Mod.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Th3_D00D3 on February 25, 2015, 01:16:08 PM
I'm using the still current version of this mod and no other mods wich influence the health system. Still I have this bug where I can't do any operations on colonists other then harvesting, amputating and installing the peg-legs and the wooden jaw. My two doctors have medicine at lvl 12 and 13. Can I help you fixing the bug? Maybe by giving you any output_log? Do you want my savefile and modlist?
Btw. thanks a lot for this mod, using it since the first release, can't imagine playing Rimworld without it.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Viken on February 25, 2015, 01:30:58 PM
I greatly enjoy the Cybernetic Storm mod, but I'd actually like to see more Brain types; for example 'Worker Drone' brain and 'Calculation Brain' (research) and the like.  It'd be cool to put specific bonuses on those. Heh.

Also, any way to add in more implant slots? I'd like to have a fighting implant as well as a visual-audio one installed at the same time.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Thogapotomus on February 25, 2015, 01:32:12 PM
I'm using the still current version of this mod and no other mods wich influence the health system. Still I have this bug where I can't do any operations on colonists other then harvesting, amputating and installing the peg-legs and the wooden jaw. My two doctors have medicine at lvl 12 and 13. Can I help you fixing the bug? Maybe by giving you any output_log? Do you want my savefile and modlist?
Btw. thanks a lot for this mod, using it since the first release, can't imagine playing Rimworld without it.

May sound silly, but do you have the parts you want to install? You need to have the arm/leg/organ you want to install already built to even have the option of doing the surgery.

Thanks for the update elStrages!

Edit: Spoke too soon I guess, as you said out tonight for sure ha. Thanks in advance :p
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: Th3_D00D3 on February 25, 2015, 03:03:58 PM
May sound silly, but do you have the parts you want to install? You need to have the arm/leg/organ you want to install already built to even have the option of doing the surgery.
Yes, I know that I need those parts, and yes I had them and even vanilla parts like a human eyeball in a stockpile with medicine and still the option of operations won't show up.
A quick side question that was already asked, but I want an general answer; Do we need to start a new game with the update coming later today?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 25, 2015, 03:45:58 PM
Awesome to see an update :)

I have a question, i started a game and still haven't researched anything other than stonecutting and geothermal. I have your mod installed with a self made fix for the medical and crafting xp. Will i need to start a new game when i update?
I couldn't answer that I'm afraid bud. Might have to yes
I'm using the still current version of this mod and no other mods wich influence the health system. Still I have this bug where I can't do any operations on colonists other then harvesting, amputating and installing the peg-legs and the wooden jaw. My two doctors have medicine at lvl 12 and 13. Can I help you fixing the bug? Maybe by giving you any output_log? Do you want my savefile and modlist?
Btw. thanks a lot for this mod, using it since the first release, can't imagine playing Rimworld without it.
you can screenshot the install list and the items you have to install plus you can also screen the consol of there is anything there. Send them to me in a message :) thanks
I greatly enjoy the Cybernetic Storm mod, but I'd actually like to see more Brain types; for example 'Worker Drone' brain and 'Calculation Brain' (research) and the like.  It'd be cool to put specific bonuses on those. Heh.

Also, any way to add in more implant slots? I'd like to have a fighting implant as well as a visual-audio one installed at the same time.
Great ideas I will add them to my list :)
Maybe be able to have a primary and secondary slot in the brain with implants being able to be installed in certain places. I will look into it!

New game start is unlikely but I can't test that as I don't have any saves :) I havnt played Rimworld properly in a month. Just been too busy. But if you can let me know if old saves work that would be great!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 25, 2015, 04:32:28 PM
Those images don't show any Cubernetic storm issues, or am I being blind. If that's the case your posting in the wrong topic.
they might not, but it is certainty the right topic as they appeared after i applied the fix from this thread.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: dareddevil7 on February 25, 2015, 04:36:00 PM
would it be possible for you to add an execute operation, one that just involves a colonist walking up to the specified target and shooting them in the head twice, but like with a chance that it won't be lethal and they won't die, and an implant that basically puts a colonist into a coma so they can be healed better, like in medically induced comas, and then remove the implant and they wake up from the coma? Also, is the download for the version with nano meds? Also, what breaks if you have zombie apocalypse on and cybernetic storm?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: elStrages on February 25, 2015, 04:46:36 PM
Those images don't show any Cubernetic storm issues, or am I being blind. If that's the case your posting in the wrong topic.
they might not, but it is certainty the right topic as they appeared after i applied the fix from this thread.
I see. The fix you applied is it the one that was made by someone else as it may be out of date? I believe your on about CS and Zombie Apocalypse conflicts right?
would it be possible for you to add an execute operation, one that just involves a colonist walking up to the specified target and shooting them in the head twice, but like with a chance that it won't be lethal and they won't die, and an implant that basically puts a colonist into a coma so they can be healed better, like in medically induced comas, and then remove the implant and they wake up from the coma? Also, is the download for the version with nano meds? Also, what breaks if you have zombie apocalypse on and cybernetic storm?
As to your first point what would be the purpose of this? you can already euthanize people so I don't get why you would need it. As for the comas it would be possible yes, all I would need to do is make it lower consciousness to say 10% maybe. I will look into it. I will be expanding the Brain implant section in due course.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: shhfiftyfive on February 25, 2015, 06:44:10 PM
feature request:

i would like to be able to craft those things rarely found at the trader. the neurotrainer injection things that increase your skill level in a certain skill. considered not as a body part that requires surgery, but as a consumable.



also, a bug report. i'm not sure what mod or if vanilla bug. i think it is a mod because it never happened in vanilla a8 for me. this bug was present in alpha 8 modded epyk pack.

when i buy those neurotrainer things from the trader.. they are bugged. in vanilla, if the trader is selling more than one it will know if it has more than 1 type on offer. you will see them listed separately in the trade window, with appropriate names showing what skill they boost.

but some mod lately has been breaking this. so instead of 2 separate neurotrainers showing up in the trade window, it will just say it has 2 of (insert skill here) for sale. so you buy those 2 and then you find out that actually only one of the 2 were as described. the other one is another random skill.

anyone know which mod is causing this bug?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 25, 2015, 07:22:00 PM
UPDATES to v3.45
Please see change log on the main page
Also please uninstall all brain implants before downloading and installing the mod if you want to keep saves.

A Big Thanks
Just so you known how thankful I am for people downloading the mod v3.4 had a combines 3500+ downloads across the two file types.
So really a big thanks to everyone who downloaded my mod. I makes me want to keep updating it :)


----------------------------------------
feature request:
i would like to be able to craft those things rarely found at the trader. the neurotrainer injection things that increase your skill level in a certain skill. considered not as a body part that requires surgery, but as a consumable.

also, a bug report. i'm not sure what mod or if vanilla bug. i think it is a mod because it never happened in vanilla a8 for me. this bug was present in alpha 8 modded epyk pack.

when i buy those neurotrainer things from the trader.. they are bugged. in vanilla, if the trader is selling more than one it will know if it has more than 1 type on offer. you will see them listed separately in the trade window, with appropriate names showing what skill they boost.

but some mod lately has been breaking this. so instead of 2 separate neurotrainers showing up in the trade window, it will just say it has 2 of (insert skill here) for sale. so you buy those 2 and then you find out that actually only one of the 2 were as described. the other one is another random skill.

anyone know which mod is causing this bug?

Idea added to list
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 25, 2015, 07:38:01 PM
OOPS! fat figure, download had a bug and I fixed instantly, if you downloaded in the last 5 minutes please re-download sorry!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: dastro on February 25, 2015, 07:43:59 PM
I discovered that Glitter Tech - v0.81 is breaking operation action with parts from Cybernetic Storm. Too bad I can't use them both. :/

EDIT:

Ok my bad, you need to order Glitter Tech first in mod list, then it works fine! :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: shhfiftyfive on February 25, 2015, 08:59:02 PM
more mod requests:

-----------------

i'm not sure about this new "expectations" mood. whether it either scales with time or with the how many colonists you have. either way i find it ridiculous and prevents us from bringing our game beyond say 2 years. that basically conflicts with mods like this that extend the game's length with goals of gaining all this stuff. i do not enjoy the new system where i have -8 mood for everyone after only 18 months. not sure how much higher it goes, but -8 is nasty.

- so i wonder if you could add a small +mood bonus for each piece of cybernetic armor, to combat the ever growing high expectations of the alpha 9 mood system. to me this seems logical, since gaining that armor would "meet" those high expectations, and thus nerf the escalation of the debuff.

- and adding a mood bonus for wearing hyperweave would fit the theme i request, and would be appreciated too.

- high quality art or some other new place-able objects to combat/meet high expectations?

-----------------

and i also dislike how within only 18 months i have to replaced all of the gear for every colonists due to ridiculous degradation speeds. <---- this basically makes me not even want to buy/craft vanilla hyperweave pants/shirts. i think those higher quality vanilla items should be tweaked to last much longer than standard clothes.

so...

- if a modder could tweak those degradation values for hyperweave pants/shirts, that would be great.

- a crafting bench to repair any/all tattered gear. vanilla and modded
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Alpha 9 Compatibility(v3.4 update: 18/02/15)
Post by: majesty on February 26, 2015, 01:49:35 AM
Those images don't show any Cubernetic storm issues, or am I being blind. If that's the case your posting in the wrong topic.
they might not, but it is certainty the right topic as they appeared after i applied the fix from this thread.
I see. The fix you applied is it the one that was made by someone else as it may be out of date? I believe your on about CS and Zombie Apocalypse conflicts right?
would it be possible for you to add an execute operation, one that just involves a colonist walking up to the specified target and shooting them in the head twice, but like with a chance that it won't be lethal and they won't die, and an implant that basically puts a colonist into a coma so they can be healed better, like in medically induced comas, and then remove the implant and they wake up from the coma? Also, is the download for the version with nano meds? Also, what breaks if you have zombie apocalypse on and cybernetic storm?
As to your first point what would be the purpose of this? you can already euthanize people so I don't get why you would need it. As for the comas it would be possible yes, all I would need to do is make it lower consciousness to say 10% maybe. I will look into it. I will be expanding the Brain implant section in due course.
no, it was the expanded prosthetic and organ engineering fix. i dont have the zombie one. i thought you made the fix, CS is your mod.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 26, 2015, 03:58:44 AM
No, that patch was made by the person who made the other mod, i just put it here for people to use if they saw fit to combine the two mods together, but to be honest there is no need, this mod pritty much covers what the other mod has recently brought to the tbale anyways.  The patch isnt that hard to do either, its just a combination of the recipies section in the Race_humanoin xml. IF you download both mods and combine these sections your self this should resolve the issue. It likely with both of us updating our mods that the patch has become unusable for the time being, as he mayupdate it at some point.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: shhfiftyfive on February 26, 2015, 04:25:35 AM
i'm still playing the old patch so idk if this has been improved in the new one, but a big issue i've always had with the mod is how long it takes to get things crafted at the craftsmen workbench. even if i have like 3 of them with 3 crafters working on them simultaneously and permanently.

can we either change it to output more than 1 synthread, plasteel, etc per work order? i mean make it cost the same amount of materials per, but gain more than 1 per job.

or really just make them craft much much faster? the plasteel is especially slow, but the synthread is also bottlenecking my production. i assume the other things are slow too but i haven't even been able to get to crafting anything else since all my workbenches are permanently stuck trying to produce the named materials. in bulk. one at a time...
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 26, 2015, 04:36:34 AM
i'm still playing the old patch so idk if this has been improved in the new one, but a big issue i've always had with the mod is how long it takes to get things crafted at the craftsmen workbench. even if i have like 3 of them with 3 crafters working on them simultaneously and permanently.

can we either change it to output more than 1 synthread, plasteel, etc per work order? i mean make it cost the same amount of materials per, but gain more than 1 per job.

or really just make them craft much much faster? the plasteel is especially slow, but the synthread is also bottlenecking my production. i assume the other things are slow too but i haven't even been able to get to crafting anything else since all my workbenches are permanently stuck trying to produce the named materials. in bulk. one at a time...

Sounds resonable.  I will add it in to my proposed changes log, it is likely i did a copy and paste and didnt really think about the timings.  I will look at the crafting time of a cloth shirt and do soemthing like x2 x4 x6 Synthread Hyperweave Plasteel most likely.  I wont double output though, just lower construction time
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Boboid on February 26, 2015, 04:40:15 AM
Keep in mind elStrages that crafting speed no longer increases with colonist skill, it only scales with the associated health statuses.

So basically it's slowed down dramatically.

I've been meaning to jump back into cybernetic storm, keep getting distracted!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 26, 2015, 04:44:53 AM
Keep in mind elStrages that crafting speed no longer increases with colonist skill, it only scales with the associated health statuses.
So basically it's slowed down dramatically.
Thanks for the heads up, i may have to look into rebalancing the entire mod then on crafting times.
I've been meaning to jump back into cybernetic storm, keep getting distracted!
Get it done :D
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: majesty on February 26, 2015, 12:53:49 PM
i really love the nano/cyber items and such, but i dislike how all it takes is a day of research to unlock it. i feel like we should have to work at it a bit more. for instance you would need to grow/refine/craft MANY components of a basic bionic arm (gears, servos, microchips etc etc) as well as researching the tech in order to craft the arm, which is essentially just as good as a normal arm but with more durability. then, if you wanted to upgrade to nano, you'd need to research more, create even more complex components, and lots of them, and use the bionic arm in the crafting recipe in order to "upgrade" it into nano tech. finally, after a crap ton more research and component crafting and growing and refining etc you would be able to turn that nano arm into a cyber arm. i feel like this kind of progression is a lot more rewarding as it forces you to go out of your way to actually craft these items individually and you dont have a million of them lying around. it really makes them valuable. i also feel that the cybernetic dealer should be removed alltogether and replaced with a tinkerer that would sell you some of the very BASIC components, like gears and switches and servos and chips for the basic bionic arm, but nano and cyber should never be sold. or perhaps sold at a high price for a very badly damaged and crafted set, which would degrade after a battle or two. this makes it so you cant just get rich off of other means and buy anything you want, it emphasizes the crafting aspect. this also needs to be applied to weapons and armor. finally, i feel like its silly to have your doctors repair tech limbs and organs with medicine and doctoring. this is why i feel like your crafter should be in charge of these bionic repairs. it would not require medicine, it would require spare parts that you can craft. the patient would not bleed out or lose a limb when its bionic, but it would shut down completely until repaired.  essentially what i am describing is a balance overhaul to make these items more coveted and useful. i would like to be able to play a game where after a year or two of hard work and dedication i would be able to turn my original 3 colonists into pure cyber machines.

i really hope you read this, and while i understand how you might feel about recreating your mod because of just one suggestion from a random user, i honestly feel like this has merit, especially in a game so highly based on micromanaging. if you dont want to include this into the main mod, perhaps an add on mod would do this. i understand its a lot of work, and no pressure, but please tell me what you think of this suggestion and the chances that you would consider it? you mentioned you had 3500 downloads, thats quite a large user base. if you still feel apprehesive about this idea, i would be more than happy to start a poll (or you start, whatever works) asking this user base what they think about this. thanks for reading!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 26, 2015, 01:35:01 PM
i really love the nano/cyber items and such, but i dislike how all it takes is a day of research to unlock it. i feel like we should have to work at it a bit more. for instance you would need to grow/refine/craft MANY components of a basic bionic arm (gears, servos, microchips etc etc) as well as researching the tech in order to craft the arm, which is essentially just as good as a normal arm but with more durability. then, if you wanted to upgrade to nano, you'd need to research more, create even more complex components, and lots of them, and use the bionic arm in the crafting recipe in order to "upgrade" it into nano tech. finally, after a crap ton more research and component crafting and growing and refining etc you would be able to turn that nano arm into a cyber arm. i feel like this kind of progression is a lot more rewarding as it forces you to go out of your way to actually craft these items individually and you dont have a million of them lying around. it really makes them valuable. i also feel that the cybernetic dealer should be removed alltogether and replaced with a tinkerer that would sell you some of the very BASIC components, like gears and switches and servos and chips for the basic bionic arm, but nano and cyber should never be sold. or perhaps sold at a high price for a very badly damaged and crafted set, which would degrade after a battle or two. this makes it so you cant just get rich off of other means and buy anything you want, it emphasizes the crafting aspect. this also needs to be applied to weapons and armor. finally, i feel like its silly to have your doctors repair tech limbs and organs with medicine and doctoring. this is why i feel like your crafter should be in charge of these bionic repairs. it would not require medicine, it would require spare parts that you can craft. the patient would not bleed out or lose a limb when its bionic, but it would shut down completely until repaired.  essentially what i am describing is a balance overhaul to make these items more coveted and useful. i would like to be able to play a game where after a year or two of hard work and dedication i would be able to turn my original 3 colonists into pure cyber machines.

i really hope you read this, and while i understand how you might feel about recreating your mod because of just one suggestion from a random user, i honestly feel like this has merit, especially in a game so highly based on micromanaging. if you dont want to include this into the main mod, perhaps an add on mod would do this. i understand its a lot of work, and no pressure, but please tell me what you think of this suggestion and the chances that you would consider it? you mentioned you had 3500 downloads, thats quite a large user base. if you still feel apprehesive about this idea, i would be more than happy to start a poll (or you start, whatever works) asking this user base what they think about this. thanks for reading!
I always read all comments left bud. thanks for your thoughts. So to rebut..

I do like your idea and honestly that was my first thoughts of how I wanted the mod to go.  The only problem is as you said your just done guy in a pool of people and I need to make the mod a balance for all people.  I would honestly like to add gears, servos, springs, pumps, hydraulic lines and pistons which would all go into making these awesome items.  The problem is I'm not sure how well it will be taken by the majority.  Now if people are in consensus, that they would find it more interesting then I would happily add a complex crafting system.
On your point about using medicine to heal mechanical limbs, tat is hard coded and without substantial and complex dll I will not be able to change the fact all medical healing is done with medicine and cannot be defined what would heal what. 
As far as research goes, my major drama with it is that items cant contain research properties to be unlocked only buildings, so unless I have a large amount of crafting tables, bulk recipes will be unlocked in a oner. Instead of after researching say gears research to unlock gear crafting.

Those are my thoughts, hopefully we can find a middle ground somewhere with all this. I hope other people will reply on this topic.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Viken on February 26, 2015, 03:15:07 PM
What about switching some of the crafting over the bulk instead of lowering the crafting speed? So far almost everyone is crafted 1 at a time, and that's good for somethings.  But nanomites, for example, are used in just about EVERY advanced recipe.  So why not up the materials they use to craft by a third and then have them craft in bulks of 5 or 10 instead of 1?

It would especially be handy for the smaller 'pieces' that Majesty mentioned.  Crafting 5 gears, servos, microchips, etc... at a time instead of one at a time.  Realistically, just the arm from the shoulder to the wrist would require tens of gears and at least three servos to produce a bionic/cybernetic arm.

Also, I noticed that I cannot use the cybernetic hands I've crafted. Are they used up when installing arms to my colonists?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: majesty on February 26, 2015, 03:21:18 PM
definetely makes sense, so my solution to the many crafting benches thing would be to have multiple benches, but as you progress in research you would replace them with the newer benches, they would contain the new and the old recipies. or perhaps have one bench with all the recipies instantly unlocked, but require research to grow say, nanovine, or cybervine, or whatever. instead of having to unlock the research you would have to unlock the method of obtaining the ingredients to craft them. for example:
tier 1: bionic
requires bionic research, unlocks bionic workbench, tinkerers workbench.  can craft all bionic components, requires vanilla materials.
tier 2: nanotech
requires nanotech research, unlocks nanotech workbench, nanovine, tinkerer's workbench 2. can craft all bionic and nano recipies, requires nanovine to craft.
tier 3: cybertech
requires cyber research, unlocks cybertech workbench, cybervine, tinkerers workbench 3.
can craft all bionic, nano, cyber recipies, requires cybervine to craft.

crafting:  we'll use the same principal for all crafts.
you cannot make nano without first making bionic, as the bionic part will be part of the nano recipe. for for instance, bionic arm requires one human arm,20 gears, 5 pistons, 15 springs, etc etc. those will all require crafting time and metal. some silver, gold, steel, plastium. not too much but a good mix of that to ensure people arent making a cyborg army their first day.
once youve crafted the bionic part, you research nanotech. you replace those 2 workbenches with the next tier of benches, and grow nanovine.. the nano arm recipe would require you to make the same resources as the bionic, except now you make nano gears, nano pistons, etc. as well as the bionic arm. crafting this makes a nano arm.
next you research cybertech. replace 2 benches. you grow cybervine, craft cyber resources, use nano arm as part of the craft, and finally you have a cyber arm.

going through with this whole process is not an easy task, so it makes it that much more rewarding when you craft your cyber weapons/armor/limbs.
essensially what we have done here is replace a complex research system with a more complex crafting system, while removing the need for the player to own 50 henches

as for the dll thing, its quite a shame really. id like to petition for Ty to unrestrict whst can heal what for more modding potential. say someone breaks a leg or an arm, medicine is useful but you would need a cast for it, as opposed to someone getting sick and needing medicine and rest, or someone getting shot or stabbed, where bandages would make more sense. ill make a thread about this in the suggestions later today, I think its a neat standalone system for the main game anyway. while I know nothing about modding myself, I am assuming if he has a system in place for using different medicine for different limbs, it would give you the potential to heal mechanical limbs with scrap metal and toolkits.

edit: if you do happen to do any of this, I might be able to help out with the art. im a first year art student so I know what a paint brush is, at the very least. might be able to make placeholders if anything.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Dragoon on February 26, 2015, 04:12:56 PM
bionic arm requires one human arm

HOW THE HELL are we supposed to get an arm for that hack off the arm of someone who alive we can't grow limbs?! We can't just take an arm off a dead body  and traders who do sell arms usually sell bionic ones already >:( !!!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: majesty on February 26, 2015, 04:15:06 PM
bionic arm requires one human arm

HOW THE HELL are we supposed to get an arm for that hack off the arm of someone who alive we can't grow limbs?! We can't just take an arm off a dead body  and traders who do sell arms usually sell bionic ones already >:( !!!
you dont dismember your prisoners before you sell them into slavery? odd...
besides, you'd put the limb back. it'll just be better than before.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Dragoon on February 26, 2015, 04:20:18 PM
No but what if your colonist loses an arm and you're not the type to just dismember a prisoner?  :(
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: majesty on February 26, 2015, 04:25:28 PM
No but what if your colonist loses an arm and you're not the type to just dismember a prisoner?  :(
well then you'd be pretty squeamish for a person in an environment surrounded by death. I think the prosthetics mod covers that, though. but like you said, a growing vat could make arms.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Kyos on February 26, 2015, 05:10:36 PM
I'm not squeamish, but my colony of ~30 goons are. The riots are not worth this crafting recipe.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: PineyCreek on February 26, 2015, 05:32:32 PM
Hey I'm getting a glitch where the nanothread plants start to die. When it approaches 1.1 days to being fully grown it's health starts ticking down and dies about half a day before it can be harvested making it impossible to advance in the mod since I have to depend on the off chance someone is selling some.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: majesty on February 26, 2015, 05:55:39 PM
I'm not squeamish, but my colony of ~30 goons are. The riots are not worth this crafting recipe.
well like i said, its fine to just grow them. it would just take longer. also, https://ludeon.com/forums/index.php?topic=10875 this thread would fit the riot thing perfectly.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: sybreal on February 26, 2015, 06:01:50 PM
I'm getting errors when I try to craft some items. For example this one:
JobDriver threw exception in initAction. Pawn=JJ, Job=DoBill(A=NanoRiflingBenchCS278066, B=NanomitesItemCS440805), Exception: System.NullReferenceException: Object reference not set to an instance of an object

They're all the same format, just for different items. I can craft some items in this mod like nanomites, no problem.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Viken on February 26, 2015, 07:24:38 PM
Heh.  I tend to skip right over bionics and nanotech-level stuff anyway.  I wanted the major boosts from cybernetics, and pushed until I could install/replace EVERYTHING on one of goons just to see what it would do.  Ooooh boy was I impressed.  At normal speed, it was like my goon was at x3 speed. Hahaha.

Most bionics tends to be more like implants though.  Muscle implant for muscle-twitch response speed and strength, bone replacements, installed weapons and internal batteries.  It tends to be rather rare to want to replace an entire body structure cause of the added weight and whatnot.

And yes, I'm a sci-fi nerd. Heh.  This is some of the stuff I love to think about when I get right down to it.

PS: I tried to write up my own three-part implant extension into the mod but kept getting errors myself. Heh.  I cannot say I'm big into coding, even in XML, so it isn't that surprising.  Its why I requested the new brainz and perhaps work on the extra implant slots. Lol.

Majesty: Perhaps instead of removing the arm for your bionics suggestion, its removed during the surgery and then 'used up' when installing the bionics instead of leaving an arm hanging around?  It makes better sense than cutting it off before hand.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Boboid on February 26, 2015, 07:27:54 PM
Be careful when considering adding what amounts to item -and by extension, interface -bloat to your mod.

It's thematically cute to add a bunch of arbitrary components in the creation of an objects that your brain can logically link together to make a piece of technology that's incredibly advanced.

"Oh three gears, a rubber band, four pieces of silicon and some teddy-bear stuffing, yep that's a bionic arm alright!"

But in practice it's a real ball ache to manage all those components, how much of each you need, comparing the output to the input and then after all that is done balancing the whole affair.



If you want objects to be harder to obtain, change your preexisting variables before trying to add more, gratuitous complication.

As for the interface implications, the proposed change to make previous benches superfluous, that's a nightmare in of itself. Rather than having compartmentalized steps to the crafting process ( Which Cybernetic Storm already has ) you end up with an awful blob with too many recipes per bench.



Long story short Rimworld doesn't have a robust enough crafting system to allow for intricate crafting steps. Something like Gnomoria does because they wanted to go that route ( To make a bed you need Wood->Planks->Sticks->Bed Frame, and Cotton->Milled Cotton->String+Padding->Mattress, and then those need to be combined into a bed ) but that's because when I give an order to create something in Gnomoria I also tick a box saying " Make all component parts " which automatically creates the associated bills required to do so.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: shhfiftyfive on February 26, 2015, 07:50:51 PM
i'm still playing the old patch so idk if this has been improved in the new one, but a big issue i've always had with the mod is how long it takes to get things crafted at the craftsmen workbench. even if i have like 3 of them with 3 crafters working on them simultaneously and permanently.

can we either change it to output more than 1 synthread, plasteel, etc per work order? i mean make it cost the same amount of materials per, but gain more than 1 per job.

or really just make them craft much much faster? the plasteel is especially slow, but the synthread is also bottlenecking my production. i assume the other things are slow too but i haven't even been able to get to crafting anything else since all my workbenches are permanently stuck trying to produce the named materials. in bulk. one at a time...

Sounds resonable.  I will add it in to my proposed changes log, it is likely i did a copy and paste and didnt really think about the timings.  I will look at the crafting time of a cloth shirt and do soemthing like x2 x4 x6 Synthread Hyperweave Plasteel most likely.  I wont double output though, just lower construction time
i'd really suggest the output be more than 1 synthread, plasteel, nanomite per job.

imo, even if we're given drastically increase craft speed for synthread, plasteel, nanomites, etc. it is still going to take considerable trips back and forth from stockpile to workbench. 1 trip per ingredient just to get a single item output... that is enough to drive someone crazy. your crafters will spend most of the day hauling small amounts of items to the workbench.. i'd rather not have to min-max my stockpile locations to cut down on travel to compensate for that. which is why i was kinda hoping we could output more than 1 at a time for those particular items we need in bulk.

What about switching some of the crafting over the bulk instead of lowering the crafting speed? So far almost everyone is crafted 1 at a time, and that's good for somethings.  But nanomites, for example, are used in just about EVERY advanced recipe.  So why not up the materials they use to craft by a third and then have them craft in bulks of 5 or 10 instead of 1?

that's a +1
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: JagenXI on February 27, 2015, 01:00:39 AM
I found a bug where my crafter would go to craft a nanotech rifle, finish and A) the bill doesnt say complete and B) The item being made doesnt get made, forgive the grammer. Attached is a screenshot of the dev log with the error. I hope this gets resolved or maybe you can tell me what im doing wrong, im almost a year in and I have everything exactly as I want it.

(http://s10.postimg.org/b4yoe1251/screenshot2.jpg) (http://postimg.org/image/b4yoe1251/)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 27, 2015, 03:21:04 AM
Hey I'm getting a glitch where the nanothread plants start to die. When it approaches 1.1 days to being fully grown it's health starts ticking down and dies about half a day before it can be harvested making it impossible to advance in the mod since I have to depend on the off chance someone is selling some.
Thanks, logged this bug, can anyone confirm?
I'm getting errors when I try to craft some items. For example this one:
JobDriver threw exception in initAction. Pawn=JJ, Job=DoBill(A=NanoRiflingBenchCS278066, B=NanomitesItemCS440805), Exception: System.NullReferenceException: Object reference not set to an instance of an object

They're all the same format, just for different items. I can craft some items in this mod like nanomites, no problem.
This keep coming up, can i get more information please, can you run some bills and when it throws the exception, can you send me a screen of the log with the details window at the bottom of the box. Also what other mods are you running?
I found a bug where my crafter would go to craft a nanotech rifle, finish and A) the bill doesnt say complete and B) The item being made doesnt get made, forgive the grammer. Attached is a screenshot of the dev log with the error. I hope this gets resolved or maybe you can tell me what im doing wrong, im almost a year in and I have everything exactly as I want it.

(http://s10.postimg.org/b4yoe1251/screenshot2.jpg) (http://postimg.org/image/b4yoe1251/)
Thanks I'm stumped by this, i never get this problem. I will have to set up a load of crafting benches and sit making guns for an hour to see if i can trigger it!


So are the majority in agreement, you would prefer bulk construction over faster construction times. In which case i will look into changing it. If you read this and agree can you +1 this bottom part of my post in a quote, thanks.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: JagenXI on February 27, 2015, 03:59:39 AM
Hey I'm getting a glitch where the nanothread plants start to die. When it approaches 1.1 days to being fully grown it's health starts ticking down and dies about half a day before it can be harvested making it impossible to advance in the mod since I have to depend on the off chance someone is selling some.
Thanks, logged this bug, can anyone confirm?
I'm getting errors when I try to craft some items. For example this one:
JobDriver threw exception in initAction. Pawn=JJ, Job=DoBill(A=NanoRiflingBenchCS278066, B=NanomitesItemCS440805), Exception: System.NullReferenceException: Object reference not set to an instance of an object

They're all the same format, just for different items. I can craft some items in this mod like nanomites, no problem.
This keep coming up, can i get more information please, can you run some bills and when it throws the exception, can you send me a screen of the log with the details window at the bottom of the box. Also what other mods are you running?
I found a bug where my crafter would go to craft a nanotech rifle, finish and A) the bill doesnt say complete and B) The item being made doesnt get made, forgive the grammer. Attached is a screenshot of the dev log with the error. I hope this gets resolved or maybe you can tell me what im doing wrong, im almost a year in and I have everything exactly as I want it.

(http://s10.postimg.org/b4yoe1251/screenshot2.jpg) (http://postimg.org/image/b4yoe1251/)
Thanks I'm stumped by this, i never get this problem. I will have to set up a load of crafting benches and sit making guns for an hour to see if i can trigger it!


So are the majority in agreement, you would prefer bulk construction over faster construction times. In which case i will look into changing it. If you read this and agree can you +1 this bottom part of my post in a quote, thanks.

Actually I just updated to CS 3.45 and I dont have this problem anymore, everything works just fine, my save game was alil weird because I had new techs and my self powering farm with the 12k w nano generator got changed to 5k and was like holy crap connect to main grid. However great rebalancing looking forward to future updates from you.

Whatever you changed from 3.4 to 3.45 made the rifling benchs work, please dont break your back trying to repeat it. lol
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Wendigo on February 27, 2015, 04:16:32 AM
For anyone having a problem growing nanovine/nanothread, the issue seems to be with the standard nanovine trays due to the <lifespandays> value being at 30 in the Plants_CultivatedCS.xml file (In CyberneticStorm\thingdefs).  Because the plant takes more then 30 days to grow (15.6 days, but it only grows for half a day then needs to rest) it will run out of time and die before it actually reaches full growth.  If you tweak the <lifespandays> value to 35 or higher, you should have time to grow and harvest the plant before it dies off.  You'll be looking for the value under <defName>NanoVineCS</defName> , but if you aren't familiar with XML, you may want to wait for a patch to avoid the risk of breaking something.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Boboid on February 27, 2015, 04:23:48 AM
So I found some spare time and dug out my old note sheet for Cybernetic Storm.

First off, typos -
Rifling Bench is currently called "Rafling Bench"

Also the Rifling Technology has no description ( It's just " . )
Same for Bionic Aids..

Nanotech Rifling research reads " Allows you to creating Nanotech Weapons " which ought to read " Allows you to create " or " Allows the creation of "

Craftsmen Technologies (That may need to be renamed :P ) reads " This will allows you " and later on there's a " Form " rather than From.

--
You can still create Medicine in the Craftsman's Worktable
--

Balance wise.. so you've done some real shuffling since I last played and there are a few easy fixes.

Armoured Vests/Kevlar Helmets/Millitary Helmets/Everything in the Rifling Bench all probably need their costs increased by.. 10x?
For reference a Longsword uses 120 of the chosen material, an armoured vest currently uses 10 steel and 8 cloth :P
The crafting times are incredibly short too, they could probably use a pass to bring them into line with vanilla.

I'd probably give all the Bionic limbs/organs/ect the same treatment frankly.
If you know roughly what you're doing you can outfit around 10 colonists with full bionics within.. 100 days? Max?

Once you complete the research it's more or less done instantly, the materials are trivial to obtain ( Just steel and cloth ) and the quantities are tiny.
And of course the rate of construction increases exponentially because your colonists do everything more quickly.

None of it lines up sensibly with the associated costs of the further improved prosthetics either.
Just going to leave the Simple/Carbon prosthetics for the moment, right now they're simultaniously too easy to craft and pointless because of the current Bionics costs.
Probably get around to looking at them more closely later on.
--

Oh yeah almost forgot, you can't install Exoskeletons, either of the sternum Skins, brain implants, or Bionic Lungs with herbal medicine. I'm sure there are some other things as well but those are all I encountered.

It's not a problem(It's perfectly reasonable to simply add to the cost of installing those things), but it's an inconsistency that isn't listed anywhere.

--
Wendigo's covered the Nanothread problem so I won't go into that.

That's all I've got for now, only had a couple hours to spare, G'luck elStrages!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 27, 2015, 04:32:54 AM
-cut-
Whatever you changed from 3.4 to 3.45 made the rifling benchs work, please dont break your back trying to repeat it. lol
No worries thanks for letting me know!

For anyone having a problem growing nanovine/nanothread, the issue seems to be with the standard nanovine trays due to the <lifespandays> value being at 30 in the Plants_CultivatedCS.xml file (In CyberneticStorm\thingdefs).  Because the plant takes more then 30 days to grow (15.6 days, but it only grows for half a day then needs to rest) it will run out of time and die before it actually reaches full growth.  If you tweak the <lifespandays> value to 35 or higher, you should have time to grow and harvest the plant before it dies off.  You'll be looking for the value under <defName>NanoVineCS</defName> , but if you aren't familiar with XML, you may want to wait for a patch to avoid the risk of breaking something.
Thanks for this, i thought i had changed it when i brought the time frame down, I wanted nanovine to grow in 10 days, i may have got my numbers muddled, i will look to patch when i get home tonight.

-cut-
That's all I've got for now, only had a couple hours to spare, G'luck elStrages!
Chees dude, i will get to it, thanks for the list its very helpful :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: kaiserslash on February 27, 2015, 05:36:17 AM
that explains why i havent been able to grow anything lol i watched it hit 1 day till full growth then start dieing lol thanks for the quickfix
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: JagenXI on February 27, 2015, 11:35:49 AM
weird I dont have this problem, my plants are fine til a blight or solar flare hit (which happens alot btw) but yea I do think nano thread for how much is needed and how much energy it takes to maintain a functioning farm they need to grow fast, I agree with bob on some aspects of the material requirements, the rifling bench in v3.45 was putting out guns so cheap that I no longer needed my 3d printer mod, while an LMG was costing me 350 steel at the printer, the rifling bench was costing me 20-50? Now im not saying crank up 10x thats ridiculous i have a hard time finding steel as is. but a moderate increase of 2x or even 5x would be appropriate. Anyways just a suggestion, keep up the good work.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: shhfiftyfive on February 27, 2015, 12:46:33 PM
weird I dont have this problem, my plants are fine til a blight or solar flare hit (which happens alot btw) but yea I do think nano thread for how much is needed and how much energy it takes to maintain a functioning farm they need to grow fast, I agree with bob on some aspects of the material requirements, the rifling bench in v3.45 was putting out guns so cheap that I no longer needed my 3d printer mod, while an LMG was costing me 350 steel at the printer, the rifling bench was costing me 20-50? Now im not saying crank up 10x thats ridiculous i have a hard time finding steel as is. but a moderate increase of 2x or even 5x would be appropriate. Anyways just a suggestion, keep up the good work.
is that the nano printer/scanner from haplo's misc mod? i keep trying to use that mod but it causes my pawns to bug out and stop pathing. also the costs to replicate items were all asking for waaaaay to much steel. but i never had the desire to replicate lmg.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: DTSXavid on February 27, 2015, 03:20:18 PM
Hey- not sure what's wrong with my game, but I'm running into the issue of not being able to install any cybernetic stuff (everything else works fine though)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Lou102 on February 27, 2015, 03:31:52 PM
Hey- not sure what's wrong with my game, but I'm running into the issue of not being able to install any cybernetic stuff (everything else works fine though)

When you say everything else works fine you mean that bionic and Nanotech parts work fine? What is the medicine skill level of your colonists? It takes a higher skill level doctor to put in Cybernetic parts on a patient.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: DTSXavid on February 27, 2015, 03:40:03 PM
EDIT: Just realized that it was a different mod's bionics... might be my mod loading order? Here's a list of mods I have now:

Core
EdBModLoader
EdBInterface
EdBPrepareCarefully
Apothecarius
Biodiversity
Cybernetic Storm
More Sun Lamps
More Vanilla Turrets
Stonecutting Tweaks
Rimfire
Temperature Control
DefesiveThatColony!
Glitter Tech (It actually might be this one, this mod adds some implants too)
Grow Goods
RTGs
Floor Lights
More Floors
Glassworks
Rimworld PSI
Rimeffect
Rimeffect - Merc
Soiling EASY
M&Co Common
M&Co ForceField
M&Co MMS
Textures (Various mods)
Miscellaneous
Vein Miner
Industrialization
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Viken on February 27, 2015, 03:55:29 PM
Cybernetic Storm should be loaded AFTER Glitter Tech in order for them both to work properly.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: DTSXavid on February 27, 2015, 04:29:44 PM
Ah great! Thanks.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Gibson8088 on February 27, 2015, 05:19:19 PM
Well... I upgraded Cybernetic Storm, but now I have an amusing glitch. 

My pawn Dekker is kitted out in an Orion Exeskeleton(GlitterTech mod) and a pegleg(crafted from Expanded Prosthetics).  Before the 3.45 update he was as you'd expect, decent movement speed thanks to the exoskeleton.

But now.. well... he has one leg and a Peg leg for a "Left big toe".  Moving is listed as None but he's zipping around the screen like the Roadrunner, running faster than I'd expect any one-legged man with a wooden toe could go.

I'm tempted to fix him... but this is just too funny!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: SWLover123456 on February 27, 2015, 06:10:23 PM
Are the weapons and such added by this mod balanced with Combat Realism? I assume not, and if that's the case, could a compatibility patch be developed?
 
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 27, 2015, 06:25:12 PM
Are the weapons and such added by this mod balanced with Combat Realism? I assume not, and if that's the case, could a compatibility patch be developed?
 
They are not and it would be very hard to make them compatible, a lot of extra editing, which Im not going to undertake sorry

Nanovine grow rate fixed, 8.8 days on normal grow bed 4.9 days on advanced. :)
Right balancing! I have upped all crafting demands, looking through the vanilla and other mods I have no idea what I was thinking! but I have resolved the problem, please use the same links to get the updated version

One final note: I am away this weekend at the in-laws so I wont be getting much done sorry. Start back up on Monday.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: MsMeiriona on February 27, 2015, 06:44:14 PM
update seems to be borking significantly
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: dareddevil7 on February 27, 2015, 07:32:34 PM
bug

rafling bench instead of rifling bench
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 27, 2015, 08:37:22 PM
update seems to be borking significantly
SO I found and fixed the majority of the problem.
There is one recipe that has a bug in it, but I cant find it, if you stumble across it please let me know.
Links updated.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: leted on February 28, 2015, 03:09:48 AM
Hm... as for me, it seemed I can't really harvest any nanothreads. The nanothreads will grow, but when someone harvests it, the plant is gone but nothing is produced. Is this one of the known bugs?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on February 28, 2015, 03:44:10 AM
Not until now. I will look when I can. Anyone else experiencing this?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Der Failer on February 28, 2015, 10:30:44 AM
I'm a little curious what the Furniture Tech research is supposed to unlock, because from what i can tell it currently "only" unlocks the Nanotech furniture research. I guess it is a placeholder which will unlock new staff in the next update, because if not i really can't see way you put it in the mod.

Also i'm not sure it i like the decision that crafting medicine requires medicine skill but is a crafting task, sure it logically makes totally sense, but from a gameplay perspective not necessary so much. For example in my current colony i don't have no one who is a good doc and an at least somewhat good crafter (i don't assign someone with less than 6 crafting), so i have no one who will be assigned to do this crafting. Sure i could do it the manual way and assign and unassign someone  but that is just not fun at all. Of course making it a doctoring task isn't an option because it would screw up priorities totally, i have seen this being a problem before but i'm not sure which mod it was.
The thing is that i don't have a pleasing solution for this (else then it being a normal craft task) and that bugs me (a lot). Because although i don't think it is ideal but i also think it is a good idea.

On a good note, from what i have seen ingame, the changelog and the files (i was curious about some of the new things) it looks like a pitty nice and solid update. :)
I can't help but ending critical posts on a good note...
Also tiny font is tiny xD

Edit:
Also i'm an idiot because i just spend at least 20 min wondering why my doc is able installing an bionic eye with only herbal medicine and already suspected some sort of weird bug and look it the file and wondered even more that i couldn't find the recipe to install the eye.... Now i realized that the bionic eye is part of the vanilla game....

But on a positive note i still found a bug :)
All recipes to install what ever part in to a pawn of this mod only use the standard vanilla medicine, that means although we can create other medicine, which is even better, we can't use it for surgery.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: dareddevil7 on February 28, 2015, 02:06:55 PM
i can't seem to install the modded implants, could it be medical XP gain breaking it?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: dareddevil7 on February 28, 2015, 02:47:43 PM
i can't seem to install the modded implants, could it be medical XP gain breaking it?
i just tryed it without medical xp gain on and it still wont work
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: MisterLock on February 28, 2015, 03:58:52 PM
Let me rephrase my question:Will I be able to use this mod with zombie apocalypse,I've been thinking of trying playing it again for quite some time now(Last time I did was Alpha 6 I remember)but at the same time I cannot live without the ability to repair my colonists and upgrading them with artificial organs.I know that there's another mod that does include bionics and has a compatibility patch for ZP but yours is simply better in my opinion(no offense to the other owner) and waaaay more evolved.So if I cannot play Justin's ZP with your mod would you consider working on a compatibility patch for it?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: prongssage on February 28, 2015, 04:08:05 PM
This might be a bug. Don't know if it's reported or not but I made a Carbon Leg and could not install it on to any of my pawns
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Rathael on February 28, 2015, 04:33:34 PM
For those having install problems with implants, I'll list my current mod load order. I am able to run expanded prosthetics, glittertech, and cyberstorm with no issues. You do need the patch file from here https://ludeon.com/forums/index.php?topic=5509.msg108876#msg108876 (https://ludeon.com/forums/index.php?topic=5509.msg108876#msg108876) though.
Code: [Select]
  <activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>Icons</li>
    <li>A9_LessIncidentTrolling</li>
    <li>AlphaMuffalo1.6</li>
    <li>MoreHair</li>
    <li>AnimuHair</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. ForceField</li>
    <li>M&amp;Co. MiningHelmet</li>
    <li>M&amp;Co. MMS</li>
    <li>M&amp;Co. Weapons</li>
    <li>Miscellaneous_HiRes</li>
    <li>Miscellaneous_Animals</li>
    <li>T-CoreCropTweaks</li>
    <li>T-MoreFloors</li>
    <li>Grow Goods v1.51</li>
    <li>OmniShields</li>
    <li>OmniPanels</li>
    <li>OmniTurbines</li>
    <li>OmniThermals</li>
    <li>OmniConduit</li>
    <li>OmniBatteries</li>
    <li>NonLethals</li>
    <li>RailGun</li>
    <li>Revolver</li>
    <li>RPG</li>
    <li>FireExtinguisher</li>
    <li>Mini NPD</li>
    <li>MoreDeco</li>
    <li>MoreStorage</li>
    <li>FloorLights</li>
    <li>AdvancedLamps</li>
    <li>MoreSunLamps</li>
    <li>Celing Light</li>
    <li>ModularSolars1.8</li>
    <li>Modular Tables</li>
    <li>Snappy Dresser</li>
    <li>Canned Food</li>
    <li>RTGs</li>
    <li>RTFTJ</li>
    <li>TemperatureControl</li>
    <li>CentralHeatingMod</li>
    <li>LT_GARDENing</li>
    <li>Apothecarius</li>
    <li>FixBone</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CyberneticStorm</li>
    <li>GlitterTech</li>
    <li>LT_SoilingEasy</li>
    <li>WaterBoarding</li>
    <li>TilledSoil</li>
    <li>Rimfire</li>
    <li>Stonecutting Tweak</li>
    <li>More Vanilla Turrets</li>
    <li>Boomrat launcher</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>DefendThatColony!</li>
    <li>Industrialisation</li>
    <li>Apparello</li>
    <li>Outfitter</li>
    <li>DoorControl</li>
    <li>VeinMiner</li>
    <li>Priorityhaul</li>
    <li>More Designators</li>
    <li>LT_RimEffect</li>
    <li>LT_RimEffectMerc</li>
    <li>Thingamajigs</li>
    <li>MoreBlastingCharges</li>
    <li>Craftable Guns</li>
    <li>Teleportation</li>
    <li>TargetPractise</li>
  </activeMods>
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: thehollowman on February 28, 2015, 05:49:03 PM
Ah yeah, load order seems to be the issue. I put cybernetic storm to load as the last mod and now it works.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: MsMeiriona on February 28, 2015, 05:50:51 PM
Ok, so there seem to be two nano-advanced brains listed when you use Prepare carefully, though there is a difference being as one is "nano advanced brain" and the other is "Nano Advanced Brain"

Looking in the code, they are different, with the lowercase one being apparently the plain Nano Brain, just with the wrong label.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: JellyBelly on March 01, 2015, 04:25:23 AM
The Nanovines seem to be dying very quickly after they become fully harvestable - which means the pawns very rarely, if they're busy, get to harvest the plants before they die away.

Think this only became a problem with the newest release - just a plant lifespan tweak I guess?

Loving this mod by the way - extremely detailed and well balanced too.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: DTSXavid on March 01, 2015, 03:16:57 PM
The way the mod is right now, I realized why nano-threads aren't working. They're set to be fully harvestable at 50%? Could be due to the improved nano-vine hydroponic. Anywho, they start dying around 93%-95% resulting in death right around 98%. Mind you, they can be manually harvested, but that's not a whole lot of fun.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: Makropony on March 01, 2015, 08:28:32 PM
What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description.
Also, can the amount of work required to make guns and bodyparts be tweaked? They are built way too fast and fuck up economy pronto.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: palandus on March 01, 2015, 09:30:25 PM
Mod looking great Elstrages. Keep up the great work!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - See Changlog!(v3.45 update: 26/02/15)
Post by: elStrages on March 02, 2015, 03:09:06 AM
sorry i have been out of the loop for a few days, as i have been away at the in-laws. I have read all comments and i will be adjusting things in the next few days.
The way the mod is right now, I realized why nano-threads aren't working. They're set to be fully harvestable at 50%? Could be due to the improved nano-vine hydroponic. Anywho, they start dying around 93%-95% resulting in death right around 98%. Mind you, they can be manually harvested, but that's not a whole lot of fun.
This i fexed and put up a new version on the links on saturday.  Have you downloaded since then and is it still broken.

What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description.
Also, can the amount of work required to make guns and bodyparts be tweaked? They are built way too fast and fuck up economy pronto.
Rifling Techshould unlock rifling bench, i will check, likely to be a bug
Bionic Aids doesnt do anything for now, in the effort to get the bugs fixed from 3.4 i released 3.45 to try and make the mod playable again. I am adding a lot fo stuff that i make mistakes etc etc.
I definitly know the weapons are built too fast i was notified after i changed the resource demand.  I will be increasing all timings based on the construction of parkas and gladiuses.

Mod looking great Elstrages. Keep up the great work!
And to all have praised the mod, thanks, i appreciate it a lot!


One final point, Feniks (https://ludeon.com/forums/index.php?action=profile;u=13359) did a Mod spot light for Cybernetic Storm it can be found HERE. (https://www.youtube.com/watch?v=91Hsk-fdgbY&list=PLCZleGQiTyuBP4OzBTWBQpIzNpmdrcNnK&index=2) I would like to say thanks for this, its awesome. Please watch it and have a look at some of this other lets plays. Happy Gaming!
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Makropony on March 02, 2015, 05:56:00 AM
I absolutely get rifling bench along with Craftsman Workstation, before I research Rifling Technology.

I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.

Cheers.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Poko on March 03, 2015, 10:39:00 AM
Huge fan of the mod, thank you! 

I re-downloaded it yesterday, and, while I think the resource costs for some things needed to go up, you might have gone too far.  Bionic limbs and things are 30-50 synthread, which is 100 cloth each now, for 3000-5000 cloth per bionic limb.  Same thing with nano weapons, and nano-thread is incredibly slow to farm. 
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: s7jones on March 03, 2015, 05:50:09 PM
Hi elStrages,

I've found a bug involving the bionics in my latest playthrough. I'm not sure if it's something inherent to the mod or the base game, but maybe you'll know what could be happening.

Basically I installed a bionic arm onto one of my colonists, Joey, and he was later killed in battle. When I select Joey's dead body and go to the health > operations tab, I can add bill "remove part (right shoulder)". Now although the bill itself is not added to the operations list, one of my doctors will still go to the body and "remove" a bionic arm, leaving a bionic arm by the body.

After this when I check his Joey's body via health > overview, it still has the bionic arm in the right shoulder (despite my doctor "removing" it and generating one now lying on the floor).

This glitch effectively means that I can infinitely "remove" a bionic arm from Joey's dead body to generate as many bionic arms as I need in my playthrough.

I'm not sure if you're meant to be able to remove mods from dead bodies in the first place. I don't know why the operation menu doesn't show the list of bills.

If you need anymore information, let me know.

Thanks.

**EDIT**
I loaded the save with the infinite bionic arm, and eventually (I'm not sure exactly at which point) the bionic arm was finally judged to be removed! I managed to get 35 bionic arms from his body though, so something isn't quite right.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: CodyRex123 on March 03, 2015, 08:39:13 PM
Alright, seeing that i don't remember, does this mod let you take limbs from other pawns and install them to another pawn?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 04, 2015, 03:53:19 AM
Huge fan of the mod, thank you! 

I re-downloaded it yesterday, and, while I think the resource costs for some things needed to go up, you might have gone too far.  Bionic limbs and things are 30-50 synthread, which is 100 cloth each now, for 3000-5000 cloth per bionic limb.  Same thing with nano weapons, and nano-thread is incredibly slow to farm.
on the recipe its 100 cloth for 10 synthread so your numbers are out by a 0 ;)
Its actually 300-500 cloth, which maybe is still too high, i will test and chnage as appropriate

Hi elStrages,

I've found a bug involving the bionics in my latest playthrough. I'm not sure if it's something inherent to the mod or the base game, but maybe you'll know what could be happening.

Basically I installed a bionic arm onto one of my colonists, Joey, and he was later killed in battle. When I select Joey's dead body and go to the health > operations tab, I can add bill "remove part (right shoulder)". Now although the bill itself is not added to the operations list, one of my doctors will still go to the body and "remove" a bionic arm, leaving a bionic arm by the body.

After this when I check his Joey's body via health > overview, it still has the bionic arm in the right shoulder (despite my doctor "removing" it and generating one now lying on the floor).

This glitch effectively means that I can infinitely "remove" a bionic arm from Joey's dead body to generate as many bionic arms as I need in my playthrough.

I'm not sure if you're meant to be able to remove mods from dead bodies in the first place. I don't know why the operation menu doesn't show the list of bills.

If you need anymore information, let me know.

Thanks.

**EDIT**
I loaded the save with the infinite bionic arm, and eventually (I'm not sure exactly at which point) the bionic arm was finally judged to be removed! I managed to get 35 bionic arms from his body though, so something isn't quite right.
The starnage thing is the bionic arm issue has come up before and i believe it is not down to my mod. Installing and uninstalling bionic arms is all vanilla, i havnt change that at all.

Alright, seeing that i don't remember, does this mod let you take limbs from other pawns and install them to another pawn?
Yes and Yes, although the arms and legs are a bit warped for a simple reason.  The way the body system works that when you install a leg or arm, it removes all the associated parts, feet toes fingers etc. But when you reinstall the part you cannot get them parts back, so it basically means you have one part there instead. This in the end will mean that you are more likely to be shot in that limb and suffer from it. So really, it can be done but its probably not worth it until i can fingure out that kink.


My wife has been ill for a few days and i have had to look after my kids, sorry if i don't reply staright away or get to resolving some issue in quick time.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Boboid on March 04, 2015, 04:14:13 AM
For my own 2c I'm fairly happy with the bionic cost, it can take several days to make a bionic limb depending on your cotton output but I don't think that's unreasonble for something that accelerates literally every part of your colony.
It's not as though they require any rare or even particularly expensive components, once you get a few arms/legs on key colonists production speeds up in any case.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 04, 2015, 06:10:08 AM
Noted, i think its probably just the crafting time then, looking through i believe parkas are 30000 ticks where as most of the stings in the mod are armounr 3000, i will definitaly be uping the crafting time. something like 20k 30k 40k - bionic nano, cyber.
Thoughts?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: shhfiftyfive on March 04, 2015, 09:09:13 AM
i've been waiting for tynan to release 9f before i test the latest version of this mod.... i'm pretty sure 9e has dr's not gaining exp and such. and i'm not really interested in starting a new world with useless pawns that fail surgery. the surgery success chance drastically changes based on your dr skill. level 1 dr with bionic arms and eyes is still only about 60% success. level 5 bionic dr is well over 100%. problem is 9e won't let you get to level 5. you have to recruit prisoners who are already dr's... i hope he is making a 9f and not saving that for alpha 10...
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Boboid on March 04, 2015, 11:20:43 AM
Noted, i think its probably just the crafting time then, looking through i believe parkas are 30000 ticks where as most of the stings in the mod are armounr 3000, i will definitaly be uping the crafting time. something like 20k 30k 40k - bionic nano, cyber.
Thoughts?

Those times seem fine but you could easily go crazy with it if you wanted - Personally I'd still happily make bionics even if they took days to physically craft, however that might have unintended side-effects whereby crafting skill increases too rapidly as a result.

An Artist for example will likely go from 3-10 skill crafting a single stone sculpture, you probably don't want crafters doing the same.




As for the surgery issues Shhfiftyfive, two bionic arms + 2 bionic eyes makes everyone more or less a perfect surgeon, if you're really paranoid about death-by-surgery ( which frankly isn't that common ) you can either save scum it or simply bionic up someone you don't care about losing first and then use them for all further surgeries.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 04, 2015, 11:29:39 AM
I didn't realise the skill increase was so drastic, maybe I will knock off a 0, just increase time for nano and cybernetic but 2000 4000 respectively as you still need crafting 9 then 12 to even start them.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: MsMeiriona on March 04, 2015, 11:39:28 AM
Hey, I'm almost -positive- this is a mistake

(just cutting out the relevant parts)

Quote
<HediffDef ParentName="AddedBodyPartBase">
    <defName>NanoBrainCS</defName>
    <label>nano advanced brain</label>

followed by

Quote
<HediffDef ParentName="AddedBodyPartBase">
    <defName>NanoAdvancedBrainCS</defName>
    <label>Nano Advanced Brain</label>

Obviously the label on the first one is wrong, and should be "Nano Brain"
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: shhfiftyfive on March 04, 2015, 12:15:25 PM
As for the surgery issues Shhfiftyfive, two bionic arms + 2 bionic eyes makes everyone more or less a perfect surgeon, if you're really paranoid about death-by-surgery ( which frankly isn't that common ) you can either save scum it or simply bionic up someone you don't care about losing first and then use them for all further surgeries.
no. not a perfect surgeon. in fact. i'll repeat... you will need your dr to be near level 5 skill with the bionics before you reach that success.

a level 1 dr with bionics is an extremely poor choice for a surgeon. trust me. i have done extensive save scumming as a result. instant fatalities from botches surgeries are more common that you would believe.

the problem is right now tynan hasn't released a patch to fix the lack of skill gain for dr's... i wish tynan would announce a 9f, because a dr with burning passion.... not gaining skill... not a fun game.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Boboid on March 04, 2015, 12:27:39 PM
I didn't realise the skill increase was so drastic, maybe I will knock off a 0, just increase time for nano and cybernetic but 2000 4000 respectively as you still need crafting 9 then 12 to even start them.

To be clear Dusters and Parkas take somewhere between 330-400 work ( can't remember exactly ) whereas the stone sculpture in my example could take up to 7000 work.
Don't know the tick/work ratio but keep that in mind.

If you set the crafting times to be exactly the same as Dusters (For example) you shouldn't trigger any massive skill inflation.


You can basically have three choices -

1. Leave the crafting time as is (very low) forcing the player to increase their crafting skill by other means
2. Increase the crafting time moderately ( Somewhere in the range of 300-400 work ) which will provide some crafting xp but won't function as an easy xp grind.
3. Increase the crafting time by an exceptionally large amount, slowing the overall speed increase trend but also simultaniously significantly increasing crafting skill.



As for you Shhyfiftyfive - I've done hundreds , literally hundreds of operations in A9, like.. 2% of them were fatal. Maybe 3% of them removed bodyparts that couldn't be replaced in vanilla but since I'm assuming you're playing modded those can be more or less discarded

A 3 skill colonists with 2 bionic arms and 2 eyes sits at 67% chance of operation success before the hospital bed modifier. It's pretty reliable given the infrequency of fatal operations.
And as you already pointed out, you only need about 4-5 skill to increase that % above 100% - Craploads of back-stories have sufficient + medicine skill to push them above that threshold even if the operation was done on the floor.

You'd have to be stupendously unlucky to not gain access to a single colonist with 5 med skill, no access to neurotrainers, and a series of fatal surgeries in a single game.

Push-comes-to-shove you can simply start your colony with a 5 or 6 medicine colonist, problem more or less solved.

Or use one of the 2 or possibly 3 mods floating around that enable medical xp gain.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: 10001110 on March 04, 2015, 12:59:53 PM
I think you should be watching the balance not only for the long drag-along-forever runs, but for realistic runs as well - when people actually want to build the ship and finish the game. If item costs and building times are too high, this mod may be quite pointless to play with, since regular replacement limbs and weapons will work just fine, resources and manpower may not be enough to build a single mod item at all. Items are already costly enough, imo (maybe even a little too costly). Having this whole mod just to be able to build one or 2 bionic limbs or weapons on a playthrough, imo, is not very worth it, and dragging the game along for days to get a full Bionic colony yields no real reward.
Also, players might be using other mods that tap into the same resources and manufacturing time, there will not be enough of anything for everything, and that may reduce the desirability of this excellent mod against others.
Through all my playthroughs (this mod has been in all but the first) i have never built a single mod turret, simply because i could never afford it against more important stuff. More Vanilla Turrets end up filling this gap pretty nicely...
It's quite easy to get attached to a playthrough group of colonists and that "perfect" colony, if there will ever be such thing :), but dragging the game along just to get them all Bionic limbs\implants and super weapons is nothing close to being game breaking. At that point, the ship can be built at any time, so it doesn't matter. Increasing build costs and manufacturing time will only make the game boring - once you do it once, you've done it, yey...
Here's some things i though about:
Crate requirements for the mod's more advanced research based on ship research items. Ship research and build is Vanilla stuff and the main objective, anyways, it's not fair to make it skippable or not desirable. There is no end game resolution in Cybernetic Storm, anyways, maybe... IF you can come up with some alternative end game where you have 3 fully bionic pawns and the ship built, you could send them to a new random colony in survival mode - required Wave survival mode mod, maybe?
And\Or\Else
Make mod research somewhat random every game:
Create events where research topics can be randomly acquired from captured pawns from pod crashes
And/Or/Else
From pawns on cryos. That would be THE only incentive to crack them open :) (except the lewt)
And/Or/Else
Make mod reasearch items unlockable through the number of pawns in the colony - for "quality of life" reasons.
-----------------------
I also thought about another implant you could create, which would permanently buff a pawn's happiness by a certain amount. That would be really cool for those permanently unhappy dudes we really would like to keep... or feel sorry about :)
-----------------------
Keep it up  :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 04, 2015, 02:16:11 PM
Thanks for the input guys. It will really help me Ballance everything. At the moment I'm looking in a 10% increase in time for nano and reduce cost by 10%. And 20% increase in construction time of cybernetics and a 5% decrease in resources. This will hopefully help combat a lot of ballance issues. I will base my increase of off  a half way point on dusters and parkas.
Will look into the turrets. Maybe a 10% nano 20% cyber cost increase against vanilla turrets would be better than current costs.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kaiserslash on March 04, 2015, 09:20:39 PM
Could you help me disable the turrets from showing in the game? If not its fine its just i use more vanilla turrets since they work well with the looks of rimworld.  Idk how hard this would be to do.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 05, 2015, 04:12:48 AM
Could you help me disable the turrets from showing in the game? If not its fine its just i use more vanilla turrets since they work well with the looks of rimworld.  Idk how hard this would be to do.
wouldn't be too hard, would just be a case of deleting the construction recipe. Only real question is why when there are only two, does it effect your game that much?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kaiserslash on March 05, 2015, 04:47:58 AM
Not at all i just dont like clutter on my screen is all.  So is there a way to comment out the turret research or can i just delete it?  I got the recipes gone now.

Do you need a dll to mod or do you just look through the core and figure out what is needed to make different defs?  Im wanting to try and make my own mod, im in school for programming now figured modding would be fun
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 05, 2015, 04:51:52 AM
Not at all i just dont like clutter on my screen is all.  So is there a way to comment out the turret research or can i just delete it?  I got the recipes gone now.

Do you need a dll to mod or do you just look through the core and figure out what is needed to make different defs?  Im wanting to try and make my own mod, im in school for programming now figured modding would be fun

Yeah you can just delete the turret research too, it doesn't effect anything but turrets i believe. 
As for modding, go for it :) find something in the game you enjoy and want to expand on and then  get cracking.  Don't even really need to make dll's as you can edit the majority of RimWorld just using the xml files.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kaiserslash on March 05, 2015, 05:03:21 AM
Alright ill start looking at stuff tomorrow.  You mind if i refer to you if i need help?  Looking through your files is what made me realize modding in this is plausible for me, it sorta reminded me of html with things like <def><\def> lol
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 05, 2015, 05:43:41 AM
Alright ill start looking at stuff tomorrow.  You mind if i refer to you if i need help?  Looking through your files is what made me realize modding in this is plausible for me, it sorta reminded me of html with things like <def><\def> lol
Your more than welcome to bud. Just send me a PM if your stuck.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: LordAssault on March 05, 2015, 07:12:20 AM
What is this section of Races_Humanoid.xml standing for?
  <points>
          <li>
            <loc>(14,0)</loc>
          </li>
etc.

just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>
Want to make Glitter Tech mod compatibility and it uses default (60,30) :/
Also added
Code: [Select]
<li>InstallOCExo</li>
  <li>InstallGTEar</li>
  <li>InstallGTEye</li>
  <li>InstallGTArm</li>
  <li>InstallGTHand</li>
  <li>InstallGTLeg</li>
  <li>InstallGTFoot</li>
    <li>InstallGTHeart</li>
  <li>InstallGTLung</li>
  <li>InstallGTKidney</li>
  <li>InstallGTLiver</li>
  <li>InstallGTStomach</li>
  <li>InstallGTDentures</li>
and commented out
Code: [Select]
<li>InstallExoskeletonSuit</li>because Ykara deleted this item and console is generating errors cuz of this line. That's non critical, but pretty annoying :D
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 05, 2015, 11:24:35 AM
im no sure why its not the same as default value, but it can be, I didn't change that on purpose, might have been a accident.
As for the compatibility, the race humanoid xml just needs all the install recipes added to one file and they will be compatible.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kaiserslash on March 05, 2015, 03:27:56 PM
Just had a thought for my first little "project".  In order to better understand the defs and everything im going to attempt to make a patch that makes Cybernetic Storm and Combat Realism compatible together.  Figure if i can get that to work then Ill be able to make my own mod.  No idea how long itll take to do since i have a busy schedule but thats my goal anyway.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Undecided on March 05, 2015, 04:50:32 PM
Not sure if these have been reported yet, but some minor balancing observations:

Nanotech helmets seem to occasionally appear on pirate raids. Specifically, pirate raids -- the kind that are normally low-tech with simple armored vests, melee weapons, and basic firearms. Might want to check on that.

One other thing: nanoweave seems much too profitable. A nanoweave parka, for example, can sell for up to 1/4th what a grand, marble statue can (~$1000 per parka on average, with max skills). But unlike statues they have an infinitely renewable resource supply, and take far less pawn work to produce.

Since nanoponics bays only require very common resources -- steel and power -- you can start spamming them by early to mid game and produce huge amounts to tailor into clothes then export as a cash crop. Since they require nothing rare to build, you can make them in huge numbers to easily offset the slow growth rare.

I'd strongly recommend increasing the costs or maybe upkeep of the nanoponics bay, since right now it outstrips pretty much any other export for cash. Maybe add at least one rare material to its construction cost (a few units gold or plasteel?) and bump up the electricity usage, or something, just to push this big source of income closer to the end-game.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: shhfiftyfive on March 05, 2015, 08:02:44 PM
Not sure if these have been reported yet, but some minor balancing observations:

Nanotech helmets seem to occasionally appear on pirate raids. Specifically, pirate raids -- the kind that are normally low-tech with simple armored vests, melee weapons, and basic firearms. Might want to check on that.

the pirate faction isn't a "low tech" faction. they carry good vanilla equipment.

further, if you want to talk about economy balance, you should acknowledge the vanilla game has a problem here too thanks to melee changes.

the pirate faction brings massive profits in vanilla right now due to the faction often being comprised of more than 1/2 melee fighters, which leads to lots of plasteel/silver/uranium weapons, and a ton of power shields. they sell for a lot to the trader.

in alpha 8, not every pirate would have armor vests and good range weapons. but now, every single melee user 100% has a power shield (replaces armor vest slot). and sells for a lot more than a vanilla armor vest to boot... that is guaranteed loads of cash in your pocket. plus they seem to really love plasteel melee weapons. and you know that is profit.

the oversight comes in when the combat trader doesn't have enough cash to buy all your junk melee weapons and shields. then your game gets cluttered with a ton of useless storage you can't find a seller for.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kingtyris on March 05, 2015, 09:09:21 PM
A few bugs to report:
1. Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.
2. Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.

Love your mod, I'll let you know if I find anymore bugs.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Undecided on March 06, 2015, 01:54:06 PM
Not sure if these have been reported yet, but some minor balancing observations:

Nanotech helmets seem to occasionally appear on pirate raids. Specifically, pirate raids -- the kind that are normally low-tech with simple armored vests, melee weapons, and basic firearms. Might want to check on that.

the pirate faction isn't a "low tech" faction. they carry good vanilla equipment.

further, if you want to talk about economy balance, you should acknowledge the vanilla game has a problem here too thanks to melee changes.

the pirate faction brings massive profits in vanilla right now due to the faction often being comprised of more than 1/2 melee fighters, which leads to lots of plasteel/silver/uranium weapons, and a ton of power shields. they sell for a lot to the trader.

in alpha 8, not every pirate would have armor vests and good range weapons. but now, every single melee user 100% has a power shield (replaces armor vest slot). and sells for a lot more than a vanilla armor vest to boot... that is guaranteed loads of cash in your pocket. plus they seem to really love plasteel melee weapons. and you know that is profit.

the oversight comes in when the combat trader doesn't have enough cash to buy all your junk melee weapons and shields. then your game gets cluttered with a ton of useless storage you can't find a seller for.

The helmet thing does seem quite odd... from raids I end up picking up at least twice as many helmets as armor, on average. This is most notable with pirate faction raids, as they have nano helmets -- but never, or almost never, do they have any nano armor, suits, greaves, weapons, etc.

I suspect it's probably due to something relating to helmets being cheaper, therefore able to be rolled on the spawn loot tables, whereas armor or advanced guns being too expensive. If it really is related to AI spawn tables, it's probably not fixable short of making armor and helmets cost the same.

On a related note, I've also noticed raids from high tech factions (commandos, etc) only ever use nano armor and helmets, but never cyber armor and helmets. Just mentioning it seems it seems related to the spawn tables issues with the pirates.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: 10001110 on March 06, 2015, 02:35:43 PM
Not sure if these have been reported yet, but some minor balancing observations:

I'd strongly recommend increasing the costs or maybe upkeep of the nanoponics bay, since right now it outstrips pretty much any other export for cash. Maybe add at least one rare material to its construction cost (a few units gold or plasteel?) and bump up the electricity usage, or something, just to push this big source of income closer to the end-game.

We also have to think about the fact that a good number of players will also use other mods that tap on the same steel, plasteel, power, cloth and real estate. I do. When it gets profitable, it doesn't matter, either i have way too much loot to sell with tons more scattered across the map, or my sculptor is already churning out masterworks, my colony will be safe and rich either way. 
Honestly, i don't even have to worry about manufacturing any of the mod's weapons and armor. By the time i can actually afford it, i'll already have tons of mod loot. Increasing any material requirements will not serve any purpose. It just means we can skip a good part of the mod content (manufacturing) and focus on something else.
How is that fair to the modder?

If anything, nanomite costs should be cut down to half, and nanomites added as requirement to other items, spread it across the board. This will balance the mod in harder difficulties, and make it actually possible to manufacture weapons and armor, before loot drops make it redundant.
If anyone plays easy and think it's easy, well. Easy is easy. That's what it means. There is also the case with that ultra-lucky mountain map, with everything right there ripe for the picking... that doesn't count.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Vascar on March 06, 2015, 04:40:17 PM
This maybe a bug or me being just a derp but I can't seem to give my colonist any prosthetic from this mod.
Here is my mod list/config file:
Code: [Select]
<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>Priorityhaul</li>
    <li>VeinMiner</li>
    <li>More Designators</li>
    <li>EdBPrepareCarefully</li>
    <li>CrashLanding</li>
    <li>ED-Core</li>
    <li>ED-DeepStrike</li>
    <li>ED-Embrasures</li>
    <li>ED-Plants24H</li>
    <li>ED-Shields</li>
    <li>ED-Vehicles</li>
    <li>ED-VisibleRadius</li>
    <li>ED-WirelessPower</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>AlphaMuffalo1.6</li>
    <li>Apothecarius</li>
    <li>CyberneticStorm</li>
    <li>DoorControl</li>
    <li>FireExtinguisher</li>
    <li>FlameThrower</li>
    <li>FlareGun</li>
    <li>Floorspikes</li>
    <li>GlitterTech</li>
    <li>Icons</li>
    <li>Industrialisation</li>
    <li>JaffaKree</li>
    <li>LT_RedistHeat</li>
    <li>MAI</li>
    <li>Mending</li>
    <li>Mechanical-Defence-2-Update-4</li>
    <li>Miscellaneous</li>
    <li>Meteorite</li>
    <li>Modular Tables</li>
    <li>MP5</li>
    <li>NonLethals</li>
    <li>PowerSwitch</li>
    <li>PrisonImprovements</li>
    <li>RailGun</li>
    <li>ShapedCharge</li>
    <li>TargetPractise</li>
    <li>Teleportation</li>
    <li>Thingamajigs</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
  </activeMods>
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: TCESylver on March 06, 2015, 06:06:52 PM
Ive noticed that when one of my colonist tries to make a nano weapon it uses up all the materials but creates no weapon.

Is there a chance of failing or is it a bug?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: shhfiftyfive on March 07, 2015, 04:59:53 AM
Not sure if these have been reported yet, but some minor balancing observations:

I'd strongly recommend increasing the costs or maybe upkeep of the nanoponics bay, since right now it outstrips pretty much any other export for cash. Maybe add at least one rare material to its construction cost (a few units gold or plasteel?) and bump up the electricity usage, or something, just to push this big source of income closer to the end-game.

We also have to think about the fact that a good number of players will also use other mods that tap on the same steel, plasteel, power, cloth and real estate. I do. When it gets profitable, it doesn't matter, either i have way too much loot to sell with tons more scattered across the map, or my sculptor is already churning out masterworks, my colony will be safe and rich either way. 
Honestly, i don't even have to worry about manufacturing any of the mod's weapons and armor. By the time i can actually afford it, i'll already have tons of mod loot. Increasing any material requirements will not serve any purpose. It just means we can skip a good part of the mod content (manufacturing) and focus on something else.
How is that fair to the modder?

If anything, nanomite costs should be cut down to half, and nanomites added as requirement to other items, spread it across the board. This will balance the mod in harder difficulties, and make it actually possible to manufacture weapons and armor, before loot drops make it redundant.
If anyone plays easy and think it's easy, well. Easy is easy. That's what it means. There is also the case with that ultra-lucky mountain map, with everything right there ripe for the picking... that doesn't count.
the vanilla game has some serious undesirable progression/balance issues. many elements are not even given a chance to make it into the life cycle of your game.

basically, you get up a defense and food supply. then you increase the number of turrets and spam build a ton of hydroponics. game over.

long before you get into a bunch of other parts of the game. at no point in the game's progression does things like colonist gear ever matter (except the very beginning when your turrets aren't up yet, but you can't improve that the either). turrets trump the gear progression.

 also since the vanilla economy is so slow, you will have a safe colony with tons of food and turrets long before you get enough money together to get cool stuff like bionics and power armor. the game progression is in a sad state right now.

i was hoping tynan would make some changes to make that end game gear more of a thing. like wearing it would counter the high expectations debuff or something. and i am hoping that enemy raids and turret rooms isn't all this game amounts to, because that gets bland.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: mrzjadacz on March 07, 2015, 02:11:43 PM
Traders are heavili unbalanced. Cybernetic and nano weapon are ridiculously cheap. And I saw it:

[attachment deleted due to age]
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Boboid on March 07, 2015, 03:15:41 PM
Yeah those guns aren't supposed to be in the traders. Those are the weapons that the turrets actually use.

Swear that was fixed in an earlier version..
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: kaiserslash on March 10, 2015, 04:37:40 AM
Hey elStrages, just wondering if you cared if I created a compatibility patch for your mod and Combat Realism.  For the most part, you don't need to mess with DLL's to fix from what I'm seeing, you just need to mess with the XML's a little bit.  I'm working on it now, but asked the creator of Combat Realism if he'd post the fix when I'm done, then I realized I should ask you too since I'm also messing with your mod.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: mrzjadacz on March 10, 2015, 12:10:13 PM
When I have implant which has damage, for example 10, and I install other thing, which too has damage, for example 16, how much damage I have? If my colonist use meele weapon, does he has WeaponDamage + ImplantDamage, or not?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: JagenXI on March 10, 2015, 06:23:43 PM
Hey elStrange, just thought I would share an interesting thing I found, seems I cant fully bionic a colonist I removed his jaw and nose just to be sure I have screenshots:
So heres the part im trying to install
(http://s30.postimg.org/g7tc0bsr1/screenshot8.jpg)
and the missing bill
(http://s4.postimg.org/nj7p95n9l/screenshot9.jpg)

Too be honest there are a bunch of missing bills that i had parts for, a nose, heart, kidnies, liver, lungs, implants?

Could be a conflict with ZA now that I look at it, but I wasnt sure. Bionic arms, legs and eyes still work, just nothing else it seems.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: JagenXI on March 10, 2015, 06:27:48 PM
Ive noticed that when one of my colonist tries to make a nano weapon it uses up all the materials but creates no weapon.

Is there a chance of failing or is it a bug?

Actually this is a problem from an old version of CS, just update to 3.45 on page 1 and this should be resolved.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: JagenXI on March 10, 2015, 06:49:52 PM
Not sure if these have been reported yet, but some minor balancing observations:

Nanotech helmets seem to occasionally appear on pirate raids. Specifically, pirate raids -- the kind that are normally low-tech with simple armored vests, melee weapons, and basic firearms. Might want to check on that.

One other thing: nanoweave seems much too profitable. A nanoweave parka, for example, can sell for up to 1/4th what a grand, marble statue can (~$1000 per parka on average, with max skills). But unlike statues they have an infinitely renewable resource supply, and take far less pawn work to produce.

Since nanoponics bays only require very common resources -- steel and power -- you can start spamming them by early to mid game and produce huge amounts to tailor into clothes then export as a cash crop. Since they require nothing rare to build, you can make them in huge numbers to easily offset the slow growth rare.

I'd strongly recommend increasing the costs or maybe upkeep of the nanoponics bay, since right now it outstrips pretty much any other export for cash. Maybe add at least one rare material to its construction cost (a few units gold or plasteel?) and bump up the electricity usage, or something, just to push this big source of income closer to the end-game.

While I agree that a cost for the basin itself is in need of a balance adding plasteel to the cost is not out of the question since everything made with nanothread costs plasteel, increasing the power consumption is ludicris, if you look at any other basin the consumption is about the same, you need a ton of them just to keep a steady flow of thread, and you have to balance the needs of your tailor vs the rest of the mod, if you want to spam parkas made of nano thread thats your choice I save mine for nano steel and other parts of this mod, and if you want to talk balance, I spame plasteel and steel knives and still make a killing so economy in general is bad, not just nanoweave
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Ryusho on March 11, 2015, 03:10:19 AM
Hey elStrange, just thought I would share an interesting thing I found, seems I cant fully bionic a colonist I removed his jaw and nose just to be sure I have screenshots:
So heres the part im trying to install
(http://s30.postimg.org/g7tc0bsr1/screenshot8.jpg)
and the missing bill
(http://s4.postimg.org/nj7p95n9l/screenshot9.jpg)

Too be honest there are a bunch of missing bills that i had parts for, a nose, heart, kidnies, liver, lungs, implants?

Could be a conflict with ZA now that I look at it, but I wasnt sure. Bionic arms, legs and eyes still work, just nothing else it seems.

Out of Curriosityy I was trying to look to figure out if I had that issue, but the images are far too small to see what they are.

Though I will say, I installed a wooden denture to help a colonist not starve, but I can't replace and remove it, to replace it with a Bionic jaw now?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: rditto48801 on March 11, 2015, 04:26:54 AM
I just possibly ran into the issue with getting no nanothread.
I saw my nanoponics were replanted, but saw/found no nanothread.
With troubleshooting and looking over older autosaves, I saw they were loosing health and dying off before they could be harvested, still having 0.6 days of growth remaining when they hit 0 health.

Even after re-downloading and reinstalling the mod to be on the safe side, despite seeing no change in file name/version/size, the plants still drop to zero health right before they are fully grown. They were 0.5 days closer to being fully grown after the mod reinstall, dying at 0.1 days growth left.

Of note, I think there was a heat wave for 2-3 days after I built the nanoponics, so I wonder if the AC of my hydroponics cave might have gotten overwhelmed and had the plants go out of their optimal growth temp for to long.

With that said, is this just bad luck with events on my part, or of the nanothread plants still dying to fast in some circumstances?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Dragoon on March 11, 2015, 06:22:32 AM
-snip-

this may sound dumb but do you have a cooler and a sun lamp to provide the right temperature/light ?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: rditto48801 on March 11, 2015, 09:22:15 AM
-snip-

this may sound dumb but do you have a cooler and a sun lamp to provide the right temperature/light ?

Yes.
My Hydroponics cave has Sun Lamps, along with Coolers and Heaters set to maintain 70f temp all year round.

The wild card being the 2-3 day heat wave. My main food storage freezers had no problem staying cold, so I had assumed at the time the Cooler for my Hydroponics cave would have kept up with 120+f outside temp more easily due to not having as low of a target temp.
It is also why I mentioned wondering if 2-3 days of being outside of optimal temp (due to the Cooler not keeping up) could have caused the nanothread plants growth to slow down enough to hit their age limit before being fully grown.

They had died off well after the heat wave had passed, which had occurred closer to when they were first planted.
Of note, I had used the dev mode inspection thing during my own trouble shooting using a save before they died, and the planets hit age 720000 when they started loosing health and died.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: rditto48801 on March 11, 2015, 10:23:31 AM
I do have the latest version. I did say I re-downloaded the mod. All I had noticed was for the instance I had encountered, the nanothread plants were a half day closer to being fully grown.

The odd thing is the 7z file I re-downloaded looked identical (name and size) to the one I had deleted and replaced.

I am starting to see a slow trickle of nanothread in my stockpile. It's hard to see if the issue is still occurring, on account of the game trolling my power grid in assorted ways, but it does look like nanothread plants sowed after I reinstalled the mod are lasting long enough to be harvested.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 11, 2015, 05:35:02 PM
Just so you guys know. I'm on a course at the moment and I don't have time to update the mod this week. I am a little busy with paperwork and studying. But I will be back to it next week. Probably Tuesday after I am home and seen the family for the day :) .  I'm sorry if problems are still around but I will look to fix them next week. Thanks for the bug reports and alike I have bookmarked the thread post where I last posted and will read all post from that point to catch up.
Catch you soon and happy gaming.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: graelb on March 15, 2015, 04:30:19 PM
Is there any way to make this compatible with the Slavers mod?
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: HBKRKO619 on March 16, 2015, 09:14:07 AM
Hello elStrages, I don't know where you are in your update but I would love to see your cyber coven faction updated. I actually play with a lot of new faction mods but everyone of them are hostile xD I need some allie to fight them  ;D

Anyway, thank you for your great mod :)
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: KUNG FU JONES on March 16, 2015, 02:40:46 PM
So it may just be me being a fool but how would you get synthread for the bionic workshop do you trade for it or is there other ways of getting it cause it is annoying me now before i had a mod to "grow" all things but it was too OP and i removed it.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 16, 2015, 03:44:14 PM
Just so you are all aware I am back form my course and I will be working on the mod tomorrow night, at which point I will aim to resolve the issues stated and update the content. Sorry for the delay but I guess sometime real life comes before gaming :)

Quote
3.4.a: Cybernetic Turret Brought from trader
removed trader tags and tested, 15 traders no turret hopefully its resolved.
Just got Cyber turret's on a local cybernetic trader.

will look into it. thanks for the report

Is there any way to make this compatible with the Slavers mod?
if that mod edits he races_humanoid.xml then there is but at this moment in time im not willing to  make them compatible.

Hello elStrages, I don't know where you are in your update but I would love to see your cyber coven faction updated. I actually play with a lot of new faction mods but everyone of them are hostile xD I need some allie to fight them  ;D

Anyway, thank you for your great mod :)
thanks! and yes the coven will be back in the next update.

So it may just be me being a fool but how would you get synthread for the bionic workshop do you trade for it or is there other ways of getting it cause it is annoying me now before i had a mod to "grow" all things but it was too OP and i removed it.
you can u
So it may just be me being a fool but how would you get synthread for the bionic workshop do you trade for it or is there other ways of getting it cause it is annoying me now before i had a mod to "grow" all things but it was too OP and i removed it.
se the craftsmans workbench to make synthread.

Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 17, 2015, 05:38:44 PM
Hello everyone, Bellow is everything I have been working on tonight. I will be added in and fixing stuff with a hopeful release tomorrow :) glad you stuck with me on this and sorry for the delay.

|========Bug reports: (fixing for patch 3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.45.a: Nanothread not growing correct
Lifespan of plant put up to 60 days, growth in 8.8 should sort it out
3.45.b: Turret still in traders
Added "<tradeability>Never</tradeability>" to turrets should resolve.
3.45.c: What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description..
This was my screw up, rifling tech no unlocks rifling bench and bionic aid tech will unlock the Implants production bench once it is complete.
3.45.d: I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.
This has been stated several times so I have upped all times for creating weapons and armour. please test in the update and I will adjust
3.45.e: Nano brain and advance nano brain description
They were around thewrong way, been fixed
3.45.f: just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>.
Fixed to correct number.
3.45.g: Nanoponics too cheap in cost and build time.
Nanoponics: As a way of balancing I have added the ability to build them with half the materials from any resource base and the the other half plasteel also added cloth of 10. so it can be 45 stone/wood/metal 40 plasteel and 10 cloth  also takes longer to build.
Advanced Nanoponics: increase to 80 Nanosteel and added 10 Nanohread. it halves Nanothread growth time.  Also takes longer to build
Test and adjust with feed back
3.45.h: Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.
Moved to right bench
3.45.i: Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.
removed second listing, it was a duplication mistake
3.45.j:Traders are heavily unbalanced. Cybernetic and nano weapon are ridiculously cheap.
they were based off of vanilla prices of weapons and are more expensive. I will up the price of Nano by 20% and Cyber by 30% to see if this makes it more compatible. As per test and adjust on feedback
3.45.j:Return of the Cyber Coven
In the process of updating for 3.5 :)
|=========================================|
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: onlineous on March 18, 2015, 01:03:04 PM
First of all, fantastic mod! I'm not able to update to 3.45 though. I removed all nanobrains and advanced nanobrains from the savegame file, but still the 3.45 corrupts my savegame while 3.40 does work without any problems. I can send the save if you want?

Edit: i might have misread. I tried removing all implants now. Still no luck though. Might the problem be that the status of head implant socket is still 'removed'? I cant find a way to delete that from the save file yet.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: elStrages on March 18, 2015, 03:27:21 PM
Ok I will tone the advanced nanoponics down a little half the nano steel needed or something. I'm happy with the cost now and grow time has been drastically reduced. By nearly 3/4. So it should ballance hopefully
First of all, fantastic mod! I'm not able to update to 3.45 though. I removed all nanobrains and advanced nanobrains from the savegame file, but still the 3.45 corrupts my savegame while 3.40 does work without any problems. I can send the save if you want?

Edit: i might have misread. I tried removing all implants now. Still no luck though. Might the problem be that the status of head implant socket is still 'removed'? I cant find a way to delete that from the save file yet.
thanks for the kind words :) he main problem is. It's a major game changing file. So it maybe imbedded somewhere that can be changed in the save file. A pawn from another faction that visited and was saved. It may be a case of finishing that game and starting a new. Sorry bud.

Also going to change link in description so it is a quick fix to change :)

EDIT:
got a bad head ache, so I'm off to bed sorry, update tomorrow for sure.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Carlsf on March 19, 2015, 05:23:24 AM
I don't know if I'm doing something wrong but I can't craft any medicine or install any body parts. I don't have any mods that shouldn't be compatibile with this mod.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Carlsf on March 19, 2015, 09:30:54 AM
About the doctor-crafter You maybe right.

About gameplay changes. I've got some mod BUT non of them messes with medicine or operations (exept Aphotecarius and Use Herbal Medicine). If I buy or make cyber or nano parts and have them stockpiled I don't have a option in Health bar to install them or any other parts. Even human ones. I have plenty medicine by the way. If it help I could write a list of mods I'm using.
Title: Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
Post by: Carlsf on March 19, 2015, 01:07:23 PM
You didn't belive this but my problem was coused by wrong load order and that's it. Putting Cybernetic Storm as the last solved everything. Canute thanks for help with this.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on March 19, 2015, 04:35:40 PM
MOD updated to v3.5
enjoy and please tell me of any problems, happy gaming.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: HBKRKO619 on March 19, 2015, 05:26:05 PM
The coven are back \o/ Thank you elStrages :)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on March 20, 2015, 09:53:21 AM
The coven are back \o/ Thank you elStrages :)

your welcome!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: LegendZero88 on March 20, 2015, 10:12:57 AM
new version is compatible with expanded prosthetich and organ engineering?
If not please post a fix Thanks.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: HBKRKO619 on March 20, 2015, 01:40:47 PM
new version is compatible with expanded prosthetich and organ engineering?
If not please post a fix Thanks.

Their is a fix on the expanded prosthetich and organ engineering topic :)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Tokiko846 on March 22, 2015, 09:28:54 AM
I've recently found that this mod and Glittertech are incombatible. When i have both loaded I cannot install new body parts at all.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: SaymonCZ on March 27, 2015, 11:24:48 AM
Is it compatible with Norbals?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: rditto48801 on March 28, 2015, 09:26:36 PM
Something made me bring up Ghost in the Shell in another thread.
Then it dawned on me.
This mod could use something like full prosthetic bodies.
Skip the whole thing of augmenting a body, just augment the brain, yank it out, and toss in in a fully artificial body.
Make our own Six Trillion Space-dollar Pawn.

Something else I wanted to mention.
The Nanotech Turret seem more expensive than the Cybernetic Turret to me.
(100 plasteel and 50 nanomites for Nanotech vs 200 plasteel for Cybernetic)
isn't the Cybernetic tech supposed to be better than the Nanotech tech? Or am I getting stuff backwards?
That 50 nanomites seems a bit harder to get to me than the extra 100 plasteel, partly due to a few other mods providing alternative ways to get plasteel.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: ORC_Gaming on March 30, 2015, 01:30:19 PM
sorry to ask this. But can you fix the weapon creation tables please? The error says something about a lack of quality (in the tables or weapons not the mod itself) and doesn't allow the weapons to spawn. :( otherwise great mod. is there a simple code i can put into the files to fix it or is it much bigger than that? thx
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: snipes on April 01, 2015, 02:23:00 AM
question is this mod know to cause crafting skill to not increase with the new production. also note i only have this mod installed and i think its causing stone cutting to not work either. i need crafting 12 for all the fun stuffz
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Carlsf on April 03, 2015, 07:16:47 AM
You add nano and cyber shields but I can't find them. Trader dosen't have them and crafting stations don't have the bill to craft them. This is bug or I again doing something wrong?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: IAMEPSIL0N on April 04, 2015, 03:07:37 AM
Was hoping for some clarification on the nature of the Cybercoven as in my time playing with them installed I always took great pains not to upset them and so it would seem I never had any under my control to do a lot of the testing for myself and am not an expert enough code interpreter to be certain from reading.

Am I correct that the Cybercoven are meant to be humanoid in shape but not biologically 'human' or quite possible not even meant to be biological at all in the end?, I was in the middle of the modify humanoid races to have access to 'human' medical recipes stage of setting up mods when it struck me that it might be intentional that the Cybercover can't be augmented if they are supposed to be pre-augmented or machines by nature.

Also are they meant to show up naked sometimes or did I break something?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Smikis on April 04, 2015, 06:17:13 PM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dragoon on April 04, 2015, 08:22:31 PM
-snip-
They are naked because of the cost to their guns.

They are people who live in a cybernetic colony and most like don't have anything much (again because of the cost of the guns)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on April 05, 2015, 04:01:31 AM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
The most expensive piece of armour takes 25 Nanothread. That's 5-8 (depending on luck) benches in 8 days growth. How is that years exactly? Then the construction time is similar but less than parkas. But still not anywhere near the time from you are stating. The mod is progressive from vanilla. It's not ment to produce loads of armour in the space of your first month.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: rditto48801 on April 05, 2015, 07:32:12 AM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
The most expensive piece of armour takes 25 Nanothread.
The cheapest I see, Nanotech Greaves, cost 140 Nanothread total (90 nanothread, 50 more for the 10 nanomites).

Quote
That's 5-8 (depending on luck) benches in 8 days growth.
Plants rest and do not grow half of the day (at night), even if sitting next to a sun lamp.
So that means 16 days are needed to reach that 8 days of growth.

Quote
How is that years exactly?
Having to go the Devilstrand route to get Hyperweave. 72 day growing on normal soil to reach their '36' days growth. Toss in not using a 'green house', and bad luck with cold weather and cold snaps possibly leading to Devilstrand needing to be re-planted or otherwise not growing enough and being killed by cold in winter before it is ready to harvest... That's my guess anyways, as I had such things happen to me before (although that was in Alpha 8)

I find it odd that no nanothread based items at all is needed for Cybernetic armor.
In a way, one can be pumping out Cybernetic armor before even having infrastructure in place to be making the Nanotech items in general in any sizable amount, perhaps due to limited plasteel initially limiting how many nanoponics can be built early one.
One just needs lots and lots and LOTS of space devoted to growing stuff, and some time waiting for a few nanoponics to make the nanothread for the cybernetics bench. And a lot more patience. And lots of power for enclosed growing areas/green houses.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Smikis on April 05, 2015, 07:41:57 AM
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
The most expensive piece of armour takes 25 Nanothread. That's 5-8 (depending on luck) benches in 8 days growth. How is that years exactly? Then the construction time is similar but less than parkas. But still not anywhere near the time from you are stating. The mod is progressive from vanilla. It's not ment to produce loads of armour in the space of your first month.

Nanothread is needed to make steel,implants, and extra to steel in armours, most expensive one is around 200, and cheapest is probably 30.
It never grows in 8 days, ( maybe in improved hydroponic bays, but those need nanothread to make them). Then there are solar flares, or random power outages that sometimes happen if you were attacked and power cord was cut from some remote power plant, and all plants are dead. Since I changed my mods now, I cannot load my older autosave, but through 2 winters ( growing in doors ), I managed to grow less than 50 Nanothreads , which are only enough for one implant maybe, but maybe I am talking about previous version before balance changes on march 19, honestly I don't remember which I had, feels like I played that colony just couple days ago.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: majesty on April 05, 2015, 05:53:19 PM
the patch notes say that this works with norbals, however, when i request immediate aid they cybernetic faction simply sits around and watches my base burn. furthermore, when i attempt to call them at times i get this error:
http://i.imgur.com/ZwILd4S.png
it takes a few tries and some time for it to work.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dragoon on April 06, 2015, 02:30:52 AM
Why can't we shoot out using your shield? https://ludeon.com/forums/index.php?topic=11171.0
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Devlah on April 09, 2015, 10:25:35 PM
After a bit of searching through this thread I've noticed that at least one other person mentioned this problem though I didn't find an answer:

None of the cyberware I have manufactured is showing in the operations bills.  I've also got plenty of Medicine on-hand as well.  Do we require more advanced medicine in order to make use of certain implants?  Currently, I have a stockpile of the vanilla Medicine.
Using Rimworld MOD manager, I've specified the order of loading.
Should I perhaps have Cybernetic Storm loaded before the Core game?

I've attached a few screenshots.


[attachment deleted due to age]
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: rditto48801 on April 10, 2015, 04:28:24 AM
After a bit of searching through this thread I've noticed that at least one other person mentioned this problem though I didn't find an answer:

None of the cyberware I have manufactured is showing in the operations bills.  I've also got plenty of Medicine on-hand as well.  Do we require more advanced medicine in order to make use of certain implants?  Currently, I have a stockpile of the vanilla Medicine.
Using Rimworld MOD manager, I've specified the order of loading.
Should I perhaps have Cybernetic Storm loaded before the Core game?

I've attached a few screenshots.

As I understand it, one should not load anything before RimWorld's Core. (unless for some reason a mod or something specifies otherwise)

Last I heard, mods that add surgery options are not compatible with each other, so the game will use only one of them for new surgery options, being whichever is last to load.

As you have Cybernetic Storm loading first before other mods, any other mods that also add surgery options will 'overwrite' Cybernetic Storm's surgery options.
I am guessing SuperiorCrafting is the cause.
If you want Cybernetic Storm's implants more, load it after any other mods that also change surgery options.

Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Cryorus on April 10, 2015, 06:48:32 PM
Hi elStrages I thought I share this :  Bionic Stomach (http://=https://ludeon.com/forums/index.php?topic=12032.0) .
Its a neat idea you could mybe add to your mod ^^
Great work btw .The Cyber Storm is TOO awesome ;)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: johiah on April 10, 2015, 09:40:58 PM
Is this compatible with expanded prosthetics and organ engineering?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Carlsf on April 11, 2015, 06:10:08 AM
Yes, it is. All you need is little fix. You'll find it on the EPaOE mod page.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: johiah on April 11, 2015, 06:56:32 AM
Yes, it is. All you need is little fix. You'll find it on the EPaOE mod page.
yay, unfortuantely that would mean I have to restart my world =(
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on April 14, 2015, 03:12:48 AM
Hey all I have been away with work and not been around, so sorry for that. I will be getting back to my mods at some point this week. There will be some good changes made for compatibility etc soon. But wih this I am likely to hold out until the next alpha release. This is due to not wanting to keep updating the mod for minor fixes. I will however keep you posted to what I add and change and I have read all the missed comments. I will act apon them in the order recieved.
Thanks again guys and gals. Your support is very appreciated :)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Valor on April 14, 2015, 06:37:05 PM
Heya, I have a few question, please.

Cyber turret is just normal improvised turret with more health? I havent noticed any weapon improvements.

Nanosteel is of any real use? Its quite expensive but not really harder that granite wall. Its good for making melee weapons perhaps?

Why cant we contact cyber cowen via console?

Thanks!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Cryorus on April 15, 2015, 02:15:29 PM
Nanosteel is of any real use? Its quite expensive but not really harder that granite wall. Its good for making melee weapons

Nanosteel weapons are even better than plasteel.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: elStrages on April 15, 2015, 05:05:05 PM
Heya, I have a few question, please.

Cyber turret is just normal improvised turret with more health? I havent noticed any weapon improvements.

Nanosteel is of any real use? Its quite expensive but not really harder that granite wall. Its good for making melee weapons perhaps?

Why cant we contact cyber cowen via console?

Thanks!
Turrets are better, they have better fire rate, higher damage and shoot further.
Nanosteel, used in construction and weapons will increase resistance and damage
Last question, I don't know why not, I will look into it.


I will endeavour to bring this up to the latest version, as per usual Tynan and Co have spent the last month just changing code. simple things like changing the word 'Health' to 'HitPoints' which in my opinion is just annoying :D anyways, give me a few days and I will hopefully have a new version for you.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: LegendZero88 on April 18, 2015, 03:50:53 AM
Man i can't play without this mod, so please update to alpha 10 it's wonderful! thanks man!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Scelous on April 18, 2015, 09:20:42 PM
Are there any problems running this with Alpha 10?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dragoon on April 19, 2015, 05:37:23 AM
Are there any problems running this with Alpha 10?

Yes mods from past alpha usually don't go well with the next one(s) unless it updated to its code.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: LegendZero88 on April 21, 2015, 12:34:53 PM
i really miss this mod, can't wait his update!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dumatoin on April 27, 2015, 10:15:55 PM
I love this mod!

Can't wait for the update!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Jackie Estegado on May 01, 2015, 04:58:40 AM
I want this mod updated realy badly! *cries* :'(
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: rakker614 on May 08, 2015, 03:58:50 PM
I wuv this mod, can't wait for the update! :D
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: SupremeSoviet on May 11, 2015, 02:45:42 AM
Been almost a month since your last post.  Please update this mod I cannot play without it anymore.  I usually build my own mod pack and this is a central component to the whole thing!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ouan on May 12, 2015, 11:22:54 AM
Pew! Pew! I wait breathless anticipation of the return of this mod for more death by fire and flame.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: shhfiftyfive on May 17, 2015, 06:22:41 AM
i hope elStrages is just taking a break from this patch and isn't seemingly gone for good like epyk...
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Facepunch on May 30, 2015, 10:32:37 PM
*Portal turret*
Are you still there?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Wulfik on May 31, 2015, 04:34:17 AM
Best mod out there, I'm still waiting for you  :'(
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Baguette on June 06, 2015, 11:42:32 AM
I built an entirely nanotech super-soldier.
This mod is amasing.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Jackie Estegado on June 12, 2015, 10:25:27 AM
I say if until Alpha 12 he doesn't come back someone take over the mod and update it.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: will2216 on June 16, 2015, 11:21:40 AM
I say if until Alpha 12 he doesn't come back someone take over the mod and update it.
agreed
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: newvelaric on June 16, 2015, 11:28:01 AM
I say if until Alpha 12 he doesn't come back someone take over the mod and update it.

I also agreed. Regrettable if that were to happen though...
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: darkrage000 on June 27, 2015, 06:53:23 PM
I say if until Alpha 12 he doesn't come back someone take over the mod and update it.

except thbat you open yourself to legal issues when you take over someone elses intelectual creation
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Jackie Estegado on June 28, 2015, 06:20:17 PM
Thing is he is unlikely to mind if his mod becomes community run, atleast untill he comes back.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dante King on June 28, 2015, 07:10:23 PM
I hope he returns...
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ouan on June 29, 2015, 03:05:47 AM
I hope he returns...

Ditto. I loved this mod in the past and check on it from time to time to see if it is ported forward. I half-assed it into A10 form, but one day soon I may get it in its intended A11 form. Patience is key, patience is life.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Vas on July 25, 2015, 11:57:59 AM
If you should return, you'll need to re-work your mod addon to work with my modular hydroponics if you want it to work with my system again.  :P  I actually still have the files from the A9 version or whenever it was last made.  https://dl.dropbox.com/u/30270697/rimworld/Old/CyberneticsStormModularHydro.zip
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ouan on August 24, 2015, 02:47:58 PM
A12! It is slated to be a long lasting one, so... you know.. an update please? j/k your mods fans wait patiently for RL to stop stealing time from what is truly important (Cannibal colonies and massive cybernetic implanting of course).
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Aeo on August 28, 2015, 06:12:07 PM
elStrages was last online four months ago, so I wouldn't get my hopes up for an update from him..
I decided to give updating the mod a go myself. I've got it working in A12c, or at least there are no errors in the console. Need to test it more thoroughly.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Acurapassion on September 08, 2015, 11:24:32 PM
elStrages was last online four months ago, so I wouldn't get my hopes up for an update from him..
I decided to give updating the mod a go myself. I've got it working in A12c, or at least there are no errors in the console. Need to test it more thoroughly.

If you get that working / want help testing, I would love to know. :)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dima_ on September 16, 2015, 03:26:56 PM
sucks about the developer leaving, this was one of the only mods that actually kept me playing rimworld for so long. i quit about 6 months ago, but now that i'm back and this mod isnt, i dont think i want to play.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Aeo on September 16, 2015, 10:46:42 PM
Played long enough to test most things, everything seems to be working fine minus the cyber coven which I didn't bother with.

Cybernetic Storm A12D (https://www.dropbox.com/s/zuo3extsiqnomd4/CyberneticStorm-A12D.zip?dl=0)

Compatibility patch for Expanded Prosthetics and Organ Engineering 1.51 (https://www.dropbox.com/s/rsit9prbm5qh784/CS_EPOE_CompatibilityPatch.zip?dl=0)
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dima_ on September 18, 2015, 11:50:37 AM
Played long enough to test most things, everything seems to be working fine minus the cyber coven which I didn't bother with.

Cybernetic Storm A12D (https://www.dropbox.com/s/zuo3extsiqnomd4/CyberneticStorm-A12D.zip?dl=0)

Compatibility patch for Expanded Prosthetics and Organ Engineering 1.51 (https://www.dropbox.com/s/rsit9prbm5qh784/CS_EPOE_CompatibilityPatch.zip?dl=0)
awesome! cant wait to test this out! do you know if we are going to still have the problem of fully bionic/cybernetic people being 50x susceptible to brain, heart, and liver damage?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ykara on September 18, 2015, 02:15:17 PM
Played long enough to test most things, everything seems to be working fine minus the cyber coven which I didn't bother with.

Cybernetic Storm A12D (https://www.dropbox.com/s/zuo3extsiqnomd4/CyberneticStorm-A12D.zip?dl=0)

Compatibility patch for Expanded Prosthetics and Organ Engineering 1.51 (https://www.dropbox.com/s/rsit9prbm5qh784/CS_EPOE_CompatibilityPatch.zip?dl=0)
Wow, that must have been a lot of work updating from A9 to A12! Good job!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Aeo on September 18, 2015, 03:20:38 PM
awesome! cant wait to test this out! do you know if we are going to still have the problem of fully bionic/cybernetic people being 50x susceptible to brain, heart, and liver damage?

I've never experienced that problem myself, so I couldn't say for certain.
I do have a couple of fully cybernetic colonists running around who have seen plenty of combat without major injury though. But they could just be lucky.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: fabz159 on September 22, 2015, 07:04:24 AM
Hello thanks for the update of this mod, but i have a problem nano vine are not growing, all of the other things in the mod work perfectly how can i fix that ? thank you.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Aeo on September 22, 2015, 02:54:26 PM
Hello thanks for the update of this mod, but i have a problem nano vine are not growing, all of the other things in the mod work perfectly how can i fix that ? thank you.

Found the problem. Nano vine had the wrong tickertype.
Either download again for the fix, or open CyberneticStorm-A12D\Defs\ThingDefs\Plants_CultivatedCS.xml and change
Code: [Select]
<tickerType>Rare</tickerType> to
Code: [Select]
<tickerType>Long</tickerType>
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: fabz159 on September 22, 2015, 03:00:26 PM
thanks a lot
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: ORC_Gaming on September 30, 2015, 10:00:15 AM
Hello thanks for the update of this mod, but i have a problem nano vine are not growing, all of the other things in the mod work perfectly how can i fix that ? thank you.

Found the problem. Nano vine had the wrong tickertype.
Either download again for the fix, or open CyberneticStorm-A12D\Defs\ThingDefs\Plants_CultivatedCS.xml and change
Code: [Select]
<tickerType>Rare</tickerType> to
Code: [Select]
<tickerType>Long</tickerType>

You my, good sir, are glorious!!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ouan on October 05, 2015, 03:49:31 PM
Played long enough to test most things, everything seems to be working fine minus the cyber coven which I didn't bother with.

Cybernetic Storm A12D (https://www.dropbox.com/s/zuo3extsiqnomd4/CyberneticStorm-A12D.zip?dl=0)

Compatibility patch for Expanded Prosthetics and Organ Engineering 1.51 (https://www.dropbox.com/s/rsit9prbm5qh784/CS_EPOE_CompatibilityPatch.zip?dl=0)
Thanks for the update! I have been waiting for aeons for this!
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: linkman1234963 on January 10, 2016, 02:09:14 PM
so glad this got a update, i loved playing this.
i only hope it doesn't require a new colonly.
even if it does, oh well. still going to have fun.
Title: Re: [MOD] (Alpha 8) Cybernetic Storm (v1.4A8 updated: 13/12/14)
Post by: thedeviluponus on January 21, 2016, 02:40:58 PM
How do we craft nanomites?
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Prophetmaster on May 17, 2016, 02:01:09 PM
Hey cybernetic storm is one of my favorite mods for this amazing game. makes the endgame more intense and worthwhile. I wish to know if there is any plan to implement a A13 product.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Ouan on May 21, 2016, 07:41:54 PM
I am wondering too. It makes the end more certain for sure. I am dlingthe 12D version to see if it is close to working for A13.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dima_ on August 24, 2016, 02:09:00 PM
any chance someone would be willing to take up the mantle and update this for future releases? we had one for a12, but its a14 now. this was one of the best mods in the game, and something that really kept me attached to rimworld for a long time.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Facepunch on September 11, 2016, 05:02:42 PM
First mod I ever had on Rimworld, A8. Nostalgia, would be great to see this mod taken up, again.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Deimos Rast on September 12, 2016, 11:30:37 PM
I spent an hour or so looking this over, and while it's certainly doable, I'll be honest: I don't really see the point. If you want Bionics, you go EPOE. If you want advanced tech, you go GlitterTech. I think it might be time to let this one go.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Dima_ on September 28, 2016, 08:23:16 PM
I spent an hour or so looking this over, and while it's certainly doable, I'll be honest: I don't really see the point. If you want Bionics, you go EPOE. If you want advanced tech, you go GlitterTech. I think it might be time to let this one go.
well, this was the very first mod i ever used and it'd be great to see it refurbished. but more importantly it actually defined the way that i played the game, so there's that.
Title: Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
Post by: Jdalt40 on September 29, 2016, 05:52:54 PM
I'll check it out to see if it is doable, don't count on me though since I have the smallest amount of modding experience


EDIT: Sorry but this wall of text overloaded me :D, I'll leave the output log here so you don't have to test the outcome before editing the mod
Ignore the packets received at the start and end of the output, that's just another mod on which does not interfere with this mod.


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