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RimWorld => Releases => Mods => Outdated => Topic started by: Latta on January 13, 2015, 07:13:46 AM

Title: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Latta on January 13, 2015, 07:13:46 AM
Description
Adds Mass Effect 3 based stuffs into your colony.



Changelog

25
See GitHub's release detail.

24 (24-04-2015)
Updated to Alpha 10f.
Moved Tech Shield's covering area to torso from right hand.

23 (28-03-2015)
Added Katana shotgun.
Graphic adjustments of Revenant, Phalanx and Claymore.
Various balance adjustments. Check my reply to this topic for a full list of the changes.

22 (06-03-2015)
Added Widow sniper rifle.
Revamped Avenger graphic.
Various adjustments.

21b (28-02-2015)
Added new tier of tech shield.
Updated shield definition and assembly.

21 (26-02-2015)
Added two new guns: Shuriken and Revenant.
Added custom sound for Tech Shield.
Rebalanced all guns using "calculated balance table".
Retouched sounds volume to be smaller .
Added information about experience gain bonus/penalty on each gun's description. (If there is any)
Added new humanoid faction, which have more money for their weapons. (Not balanced)

20 (20-02-2015)
Recreated whole textures for A9's new weapon graphics.
Recreated interaction sounds to better match original Mass Effect game.
Rebalanced guns according to new stats in A9.
Removed Tempest, Locust, Scimitar and Valiant. Instead, added Claymore and Hurricane.
All guns will now use custom Verb for firing.
Added new type of personal shield: Tech shield.


There is a video I made as a quick showcase of interaction sounds, v20.
http://youtu.be/D_d1CXcd-zU (http://youtu.be/D_d1CXcd-zU)

Features
Varied gun types
Predator and Phalanx pistols give shooter the most experience(50% more), fire fast and accurate overall. Use these as training weapons.

Shuriken SMG gives shooter more experience(25% more), fires extremely fast but weak. It has moderate range and accuracy and as shooter does not suffer from long cooldown, it is a great hit-and-run weapon.
Hurricane SMG also provides additional experience. In addition, it fires two pellets per shot, rendering it deadly at close and short range. But it's inaccurate, short ranged.

Katana and Claymore shotgun gives shooter normal experience, fires eight 'pellets' rather than vanilla's pseudo-pellets, and are the most powerful close combat weapons. Also, both are modded with built-in Omni-blade, meaning these can be used as a melee weapon. Check the video's last part for details. If you hit all pellets of Claymore, it's even stronger than Widow sniper rifle. Equipping both will slow down your pawn a bit.

Avenger and Harrier assault rifles give shooter less experience(10% less), but long ranged and accurate.
Revenant LMG also lowers experience and even slows him, but has high damage with many bursts, so you will find it useful.

Mantis/Widow sniper rifles give shooters the least experience(20% less), and slow down them even more than Claymore. But they has the most longest range and more accurate than vanilla sniper rifle when firing to long range.

Personal shield for ranged combat
The tech shield. It's almost expensive as two personal shields, recharges slower. What's the point? You can actually shoot enemies within your comfort shield. Also, it resets much faster(Added in 23).



Download
Direct (https://github.com/urty5656/RimWorld-Mods/releases/tag/REv25)
Adf.ly (http://adf.ly/1N74V3)

Credit
NoImageAvailable (https://ludeon.com/forums/index.php?action=profile;u=12641) and his mod, Combat Realism (https://ludeon.com/forums/index.php?topic=9759.0) for multiple pellet firing code.

Legal notes:
All sounds used in this mod belong to BioWare. Dot image of weapons are made by me, but the concepts belong to BioWare.
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: Epyk on January 13, 2015, 08:05:19 AM
I'm a sucker for more weapons.
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: Romi on January 13, 2015, 11:42:04 AM
Me too i love weapons and all the mods that add them!
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: Dragoon on January 13, 2015, 02:12:15 PM
Hurray more alien weapons!
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: BajtMe on January 13, 2015, 02:14:45 PM
Oooooh! Yes please!! :D
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: Evul on January 13, 2015, 02:21:50 PM
I LOVE MASS EFFECT O.O
Any plans on Aliens or other Mass Effect creatures?
Title: Re: [MOD] (Alpha 8) RimEffect
Post by: Latta on January 14, 2015, 04:57:25 AM
Version up to 11 from 10. Added 3 more guns, some fixes and changes.

Quote from: Evul on January 13, 2015, 02:21:50 PM
I LOVE MASS EFFECT O.O
Any plans on Aliens or other Mass Effect creatures?
No, my graphic skill isn't good enough for creatures...
Title: Re: [MOD] (Alpha 8) RimEffect (14-01-2015)
Post by: Coenmcj on January 14, 2015, 05:11:38 AM
Quote from: urty5656 on January 14, 2015, 04:57:25 AM
Version up to 11 from 10. Added 3 more guns, some fixes and changes.

Quote from: Evul on January 13, 2015, 02:21:50 PM
I LOVE MASS EFFECT O.O
Any plans on Aliens or other Mass Effect creatures?
No, my graphic skill isn't good enough for creatures...

If you can code it, I'm sure someone would be willing to to do the graphics side of it, We've got some pretty cool artists around the forums.
Title: Re: [MOD] (Alpha 8) RimEffect (14-01-2015)
Post by: Enjoyment on January 14, 2015, 06:24:49 AM
As i guess, main problem with me-races is not the graphics of races, but how do the clothes will fit them. But is this not a problem, i could try some...
UPD: And they must be... you know... nude?.. Don't think that seeing nude krogan is a good idea. And nude asari is too adult...
Title: Re: [MOD] (Alpha 8) RimEffect (14-01-2015)
Post by: Latta on January 21, 2015, 08:10:56 AM
Updated to 12. One more gun, a few graphic changes, new sounds, and a lot of balance changes! Check that out in the mod directory's text file.
Might be an issue: Hard to tell which is Tempest and which is Locust. Locust's graphic may change.

Quote from: Enjoyment on January 14, 2015, 06:24:49 AM
As i guess, main problem with me-races is not the graphics of races, but how do the clothes will fit them. But is this not a problem, i could try some...
UPD: And they must be... you know... nude?.. Don't think that seeing nude krogan is a good idea. And nude asari is too adult...
Um...nude quarian...no... not the face.
Maybe something that doesn't need any clothing; like Cerberus or Geth? I may try Cerberus when I finish some of their guns.
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Epyk on January 21, 2015, 08:20:01 AM
I have so many guns in my current modded Rimworld. It's great.  8)
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Dragoon on January 21, 2015, 09:17:43 AM
these seem too expensive (like the m-8 avenger costs 1000 but from the trader it only costs like 300).
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: temporaryname on January 21, 2015, 09:28:50 AM
Great sprite!
Can't wait to see widow and claymore ig :D
Thx for the mod! :3
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Killaim on January 21, 2015, 10:00:58 AM
need to make a special rifle or something to honor this most important character of the game

Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Latta on January 21, 2015, 10:13:40 AM
Quote from: Dragoon on January 21, 2015, 09:17:43 AM
these seem too expensive (like the m-8 avenger costs 1000 but from the trader it only costs like 300).
Noted. Are they still too weak compared to their price? Except Avenger, I'm aware of Avenger now; will have to increase damage to 14 to match R4 Charge Rifle while being more long ranged and accurate.

Quote from: Killaim on January 21, 2015, 10:00:58 AM
need to make a special rifle or something to honor this most important character of the game
Lol, poor Shields
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Dragoon on January 21, 2015, 11:26:43 AM
Quote from: urty5656 on January 21, 2015, 10:13:40 AM
Noted. Are they still too weak compared to their price? Except Avenger, I'm aware of Avenger now; will have to increase damage to 14 to match R4 Charge Rifle while being more long ranged and accurate.



The predator,phalanx,tempest,scimitar and locust seem a bit underpowerd for their price. (look at pump shotgun and compare it to the scimitar and it's not better the pump because the pump does more dmg,shorter cool down and has more range)
Title: Re: [MOD] (Alpha 8) RimEffect (21-01-2015 v12)
Post by: Latta on January 24, 2015, 10:49:27 AM
Quote from: Dragoon on January 21, 2015, 11:26:43 AM
The predator,phalanx,tempest,scimitar and locust seem a bit underpowerd for their price. (look at pump shotgun and compare it to the scimitar and it's not better the pump because the pump does more dmg,shorter cool down and has more range)

Thank you, really helpful! And so there shall be a version 12a. Looking forward to see any more feedbacks.

This version is a minor patch, which doesn't contain any kind of new weapons or things. It only changes some numbers. Although, those numbers may quite big. To me, at least.

Note:
I'm not sure about Scimitar yet. It fires two shots in burst, but does it worth less damage(about 2 points less than Pump Shotgun per shot, you should hit it all to be more powerful) and worse mobility, because it can fire twice fast? For mobility, burst shot means delayed movement, because Pawns can't move before they shoot every bursts they have. I at least made it to have a range of 17, which is further than Pump by 1.
But should I make it a single-shot more-powerful shotgun instead of its current style?
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Dragoon on January 24, 2015, 01:10:30 PM
Quote from: urty5656 on January 24, 2015, 10:49:27 AM
Thank you, really helpful! And so there shall be a version 12a. Looking forward to see any more feedbacks.

This version is a minor patch, which doesn't contain any kind of new weapons or things. It only changes some numbers. Although, those numbers may quite big. To me, at least.

Note:
I'm not sure about Scimitar yet. It fires two shots in burst, but does it worth less damage(about 2 points less than Pump Shotgun per shot, you should hit it all to be more powerful) and worse mobility, because it can fire twice fast? For mobility, burst shot means delayed movement, because Pawns can't move before they shoot every bursts they have. I at least made it to have a range of 17, which is further than Pump by 1.
But should I make it a single-shot more-powerful shotgun instead of its current style?

Not the double shot with slightly less dmg is fine.
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Guardian on January 25, 2015, 03:58:21 AM
This mod is awesome. When i saw the preview video i almost cried. The weapons have the original sound effects is the best part. The problematic part is probably "balance" because ME weapons are more powerful and technologically advanced than RimWorld ones but i guess it is up to you urty. I got to ask though, are you going to add things other than weapons? Like armor, security mechs, mannable/sentry turret. If not...oh well still great to have some Mass Effect stuff to play with. Thank you for this.
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Latta on January 25, 2015, 04:55:33 AM
Quote from: Guardian on January 25, 2015, 03:58:21 AM
This mod is awesome. When i saw the preview video i almost cried. The weapons have the original sound effects is the best part. The problematic part is probably "balance" because ME weapons are more powerful and technologically advanced than RimWorld ones but i guess it is up to you urty. I got to ask though, are you going to add things other than weapons? Like armor, security mechs, mannable/sentry turret. If not...oh well still great to have some Mass Effect stuff to play with. Thank you for this.

Oh my, thank you! Hope you enjoy this.

First, yes, I'm planning to add Cerberus as a hidden faction, which uses modified Scyther and long range artillery mech. But not sure for now, having some troubles and difficulties.
Armor? uh...no. Reasons: I'm not good at drawing, and I already have Apparello. There are plenty already.
Sentry gun? Sure. Mannable turret? Mounted heavy weapons would be good.
If I have any chance, than ammo upgrades(Incendiary, warp, AP, cryo, disruptor...) of guns will be added too.

Second, ME's universe should be treated as advanced Glitterworlds, of course. But making a "real" advanced-glitter-weapons would make these too overpowered and, like, super hyper expensive. So, I'm trying to make it just a slightly powerful than vanilla plasma weapons, instead of much more powerful. This explains why they are some spacer tech weapons, not ultra ones. But feedbacks are welcome
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Guardian on January 25, 2015, 10:39:07 AM
I am a real **** when it comes to ME weapon balance so not going to touch that. Sentry turret on the other hand, i always wanted the Cerberus sentry but BioWare ****** it up along with a lot other things.

ME3 had a mannable heavy turret but someone would have to make the textures.
As for the faction, Blue Suns or Eclipse mercs/pirates instead of Cerberus (personal opinion) but again armor textures.
Those damn textures/graphics.
To make ammo mods a thing wouldn't it require added functionality from the developer like weapon crafting and moddig/customizing?
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Latta on January 25, 2015, 11:59:47 AM
Quote from: Guardian on January 25, 2015, 10:39:07 AM
I am a real **** when it comes to ME weapon balance so not going to touch that. Sentry turret on the other hand, i always wanted the Cerberus sentry but BioWare ****** it up along with a lot other things.
(image)
ME3 had a mannable heavy turret but someone would have to make the textures.
As for the faction, Blue Suns or Eclipse mercs/pirates instead of Cerberus (personal opinion) but again armor textures.
Those damn textures/graphics.
To make ammo mods a thing wouldn't it require added functionality from the developer like weapon crafting and moddig/customizing?
Crafting. Avenger + (Unknown material) = AP Avenger. Yes, recipe things are going to be a lot mess, I know... so there shouldn't be all ammo types for all guns. Or, I hope there is a way to integrate some codes for each gun that can be right clicked on colonists' gear and select ammo to transform it into something? Without unequipping it.
I prefer Cerberus because they use mechs, or "modified" human, so I don't have to make separate armors. Mercs are great idea, but as you pointed out, textures.
But anyway, I have to make one more shotgun for now.
Title: Re: [MOD] (Alpha 8) RimEffect (24-01-2015 v12a)
Post by: Guardian on January 26, 2015, 02:41:30 AM
So mechs... something like MAI with shooting skill only?
If i remember correctly next game version will have personal shields, not kinetic barrier but functions the same way.
Title: Re: [MOD] (Alpha 8) RimEffect (27-01-2015 v12b)
Post by: Latta on January 27, 2015, 08:11:14 AM
Updated to 12b. This is a minor patch, with some small difference.

Read changelog.txt for details.
Title: Re: [MOD] (Alpha 9) RimEffect (20-02-2015 v20)
Post by: Latta on February 20, 2015, 07:32:01 AM
Updated to 20.
Checkout this small video (https://www.youtube.com/watch?v=D_d1CXcd-zU&feature=youtu.be) for sound changes. Also, Claymore and Hurricane will fire multiple pellets now! Credits to Combat Realism(A8)'s shotgun.
Title: Re: [MOD] (Alpha 9) RimEffect (20-02-2015 v20)
Post by: Epyk on February 20, 2015, 04:42:14 PM
Great mod and great guns!
Title: Re: [MOD] (Alpha 9) RimEffect (26-02-2015 v21)
Post by: Latta on February 26, 2015, 11:41:57 AM
Just updated to v21.

New gun: Shuriken, cheaper SMG and Revenant, first LMG on this mod ;)
Also, I've rebalanced again using 'calculated balance table'. I hope the balance is much better now.

And, well.. Tech Shield got its unique sound now... A new faction? They are meant to be powerful, but not tested on real game yet so please give me some feedbacks if you are going to use it. It's really small, made of just two XMLs. Nothing special.
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Latta on February 27, 2015, 10:20:36 PM
Updated! Now properly display shield gauge. Look at Shooter's shield / Customizable personal shield (https://ludeon.com/forums/index.php?topic=10994.0) for details.
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Dragoon on February 27, 2015, 10:26:12 PM
Will you be adding in any more ME weapons?
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Latta on February 27, 2015, 10:30:09 PM
Quote from: Dragoon on February 27, 2015, 10:26:12 PM
Will you be adding in any more ME weapons?
I'm a big fan of Cerberus' white-yellow weapons. So my priorities are:

Raptor for sniper rifle, Talon for heavy pistol, Hornet for SMG. For a shotgun, maybe Graal.
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Novellum on February 27, 2015, 10:37:15 PM
Quote from: Latta on February 27, 2015, 10:30:09 PM
Quote from: Dragoon on February 27, 2015, 10:26:12 PM
Will you be adding in any more ME weapons?
I'm a big fan of Cerberus' white-yellow weapons. So my priorities are:

Raptor for sniper rifle, Talon for heavy pistol, Hornet for SMG. For a shotgun, maybe Graal.
What about a Widow, Mattock, or Paladin as higher powered options?
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Latta on February 27, 2015, 10:43:57 PM
Quote from: Novellum on February 27, 2015, 10:37:15 PM
Quote from: Latta on February 27, 2015, 10:30:09 PM
Quote from: Dragoon on February 27, 2015, 10:26:12 PM
Will you be adding in any more ME weapons?
I'm a big fan of Cerberus' white-yellow weapons. So my priorities are:

Raptor for sniper rifle, Talon for heavy pistol, Hornet for SMG. For a shotgun, maybe Graal.
What about a Widow, Mattock, or Paladin as higher powered options?
Mattock has been replaced by Harrier. I guess Widow is many people's favorite? I'll make it first than.
Title: Re: [MOD] (Alpha 9) RimEffect (28-02-2015 v21b)
Post by: Zoimos on February 28, 2015, 04:04:50 PM
I would love to see geth weapons (maybe even geth faction too!).

Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: Latta on March 06, 2015, 12:49:26 AM
(Finally) Added Widow sniper rifle. Included "Black" alternative texture! Go to the texture folder and replace widow.png with widowBlack.png



Avenger graphic revamped. Also, high tier weapons are now a bit cheaper.
Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: Giraffe on March 07, 2015, 07:08:46 PM
What would be awesome is if you could make an alternate graphic or something for the tech shields, like a glowing silhouette instead of a bubble. I dunno how hard that would be to match the body types of pawns so that might even be in impossible thing though.
Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: Chaplain on March 09, 2015, 04:19:20 PM
You know my over use of the Revenant in the ME multi can now take on a whole new level as it begins to seep into other games.

I would love to see some of the lower power but quicker shotguns along with the low powered rapid fire and multi-shot sniper rifles.  Definitely would help me more with the zombie games I've got going
Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: doomonion on March 25, 2015, 01:56:24 AM
I am wondering if there's going to be a comp. patch for Combat Realism, any chance?  :(
Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: Latta on March 25, 2015, 01:58:37 AM
Quote from: doomonion on March 25, 2015, 01:56:24 AM
I am wondering if there's going to be a comp. patch for Combat Realism, any chance?  :(
I don't think so, because... it's SF! How should I make RE weapons' stat... no idea.
If someone says that s/he is going to make a patch for Combat Realism I will appreciate. But not myself.
Title: Re: [MOD] (Alpha 9) RimEffect (06-03-2015 v22)
Post by: doomonion on March 25, 2015, 02:01:02 AM
I would love to, I mean, I tried looking at it, but given a few days or weeks, I could probably come up with something that somewhat functions.
I think CR's author made it perfectly clear on how he converted vanilla weapons stats into CR stats, I could probably do the same while keeping ME weapons a lot better than vanilla counterparts.

Edit: I've been looking at other weapons mods too for CR compatibility, one thing that really gave me a migraine trying to port them was how the shotguns use different code in CR. Considering that this mod already uses that, so If I can get a frame of reference of how to edit it by looking at the comp. patch for Project armory and vanilla Project armory while cross-referencing them, I am almost certain that I can do this.
Title: Re: [MOD] (Alpha 9) RimEffect (28-03-2015 v23)
Post by: Latta on March 28, 2015, 12:45:16 PM
Quote from: Chaplain on March 09, 2015, 04:19:20 PM
I would love to see some of the lower power but quicker shotguns along with the low powered rapid fire and multi-shot sniper rifles.  Definitely would help me more with the zombie games I've got going

Now there are Katana(blade attached) shotguns! With much cheaper price, of course.

Updated to 23. There was various balance adjustments along with some graphic changes to Claymore, Phalanx and Revenant.

Full balance changes:

Predator:
Damage 12 <- 11
Cooldown 0.45 <- 0.33
Market value 650 <- 550

Phalanx:
Damage 15 <- 13
Accuracy medium 0.81 <- 0.85
Market value 720 <- 600

Claymore:
Damage 72 <- 56
Warmup 70 <- 65
Cooldown 2 <- 1.67
Accuracy touch 0.71 <- 0.76
Accuracy short 0.65 <- 0.73

Shuriken:
Warmup 70 <- 60
Accuracy touch 0.88 <- 0.90
Accuracy short 0.80 <- 0.81
Accuracy medium 0.65 <- 0.66
Market value 1250 <- 1200

Hurricane:
Warmup 55 <- 80
Accuracy touch 0.65 <- 0.82
Accuracy short 0.60 <- 0.66
Accuracy medium 0.36 <- 0.38
Accuracy long 0.19 <- 0.20
Range 21 <- 20
Market value 1650 <- 1600

Avenger:
Damage 11 <- 10
Warmup 90 <- 80
Range 30 <- 32
Market value 1700 <- 1750

Harrier:
Warmup 90 <- 100
Accuracy touch 0.64 <- 0.63
Accuracy short 0.79 <- 0.80
Accuracy medium 0.85 <- 0.83
Accuracy long 0.71 <- 0.70

Revenant:
Cooldown 1.4 <- 1.67
Accuracy short 0.57 <- 0.52
Accuracy medium 0.39 <- 0.38
Accuracy long 0.18 <- 0.19

Mantis:
Damage 50 <- 48
Market value 2350 <- 2250

Widow:
Cooldown 2.78 <- 3
Market value 2600 <- 2500


All stats were calculated via balance tables. I'm trying hard! But as it does not account burst count and range, feedbacks are welcomed.
Title: Re: [MOD] (Alpha 9) RimEffect (28-03-2015 v23)
Post by: Chaplain on April 20, 2015, 10:35:55 PM
So any chance this will be updated for A10?  I'm rather missing my Avenger.
Title: Re: [MOD] (Alpha 9) RimEffect (28-03-2015 v23)
Post by: Latta on April 20, 2015, 10:49:51 PM
A few more days!
Title: Re: [MOD] (Alpha 10) RimEffect (24-04-2015 v24)
Post by: Latta on April 24, 2015, 06:31:12 AM
Updated to 24, compatible with A10f.
Title: Re: [MOD] (Alpha 10) RimEffect (24-04-2015 v24)
Post by: Dragoon on May 28, 2015, 01:45:38 PM
How do me create tech shields XD?
Title: Re: [MOD] (Alpha 10) RimEffect (24-04-2015 v24)
Post by: regenesis on June 19, 2015, 12:23:32 PM
I only need this mood update to complete my gameplay Latta where are you???
Title: Re: [A10] RimEffect (24-04-2015 v24)
Post by: regenesis on July 12, 2015, 01:03:48 AM
I have tried to update this awesome mod, but I can't somebody please can update this mod, my colony is not the same without my mantis sniper rifle.

Sorry for my English is not my mother languaje.
Title: Re: [A10] RimEffect (24-04-2015 v24)
Post by: Elixiar on August 03, 2015, 06:11:33 AM
I need this mod back! :(
Title: Re: [A10] RimEffect (24-04-2015 v24)
Post by: Dr. Z on August 15, 2015, 09:01:01 AM
I'm waiting for this mod for several Alphas I didn't even saw it was updated for A10 please bring this back.
Title: Re: [A10] RimEffect (24-04-2015 v24)
Post by: skyarkhangel on August 19, 2015, 08:51:42 PM
There are no source. If Latta upload it, i can try to update.
Title: Re: [A10] RimEffect (24-04-2015 v24)
Post by: Latta on August 19, 2015, 09:52:37 PM
Already updated to Alpha 12. Please wait until it releases, thanks.
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Latta on August 21, 2015, 11:25:25 PM
Officially updated to A12. Nothing new, but I'm planning to separate dll to some kind of library.
Current function:
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: bazalisk on September 08, 2015, 01:13:23 PM
Latta, i read in the CCL thread where you said that your mods course the  "Rimworld.SquadAI.Brain.SquadBrainTick" save crash,  Is that right?

If so which mods is it?


i've been posting all over the mods forum trying to track down which mod it is thats doing this, i thought it was Misc.w/MAI, then i thought it was Mech. Defence, then clutter mod (actually i still think its clutter mod)  but if it is your mods i would be gutted :(

unless you know how to fix it?!?   say yes, yes i can fix this :D


please..
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Latta on September 08, 2015, 07:30:08 PM
It was RedistHeat, but resolved some amount of time ago. 'New' v40 fixed it
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: bazalisk on September 09, 2015, 02:17:58 AM
ow   

well nuts,  i cant for the life of me work out which mod is giving this error.

i have tried turning mods off one by one but i get mixed results.

thanks anyway. 
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Match on September 09, 2015, 08:31:55 PM
Any plans to add in ME3 Armor?
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: jetalockhart on September 21, 2015, 04:46:37 AM
Missed my A11b... Sigh... I love the guns sooo much...
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: LittleGreenStone on December 10, 2015, 04:34:01 PM
Quote from: Latta on September 08, 2015, 07:30:08 PM
It was RedistHeat, but resolved some amount of time ago. 'New' v40 fixed it

I've had the exact same savecrash using RH v42b. Of course, it wasn't the only mod I've been using, but I've saved and loaded games dozens of times, without tinkering with files, that I find it odd to "just happen".

Probably a stupid question, but I haven't really found anything regarding the matter, so;
do you know what could cause such an error?
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Fluffy (l2032) on December 10, 2015, 05:51:45 PM
many, many things. An output_log.txt is usually a good thing to attach so that modders can have a better look. You can find it in <rimworld install dir>\RimWorld914Win_Data\output_log.txt - assuming you're on a windows PC.

Next time it crashes (or if you haven't played since it crashed), attach it to a post here and Latta (or someone else) can have a look.
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: LittleGreenStone on December 10, 2015, 09:58:30 PM
Quote from: Fluffy (l2032) on December 10, 2015, 05:51:45 PM
many, many things. An output_log.txt is usually a good thing to attach so that modders can have a better look. You can find it in <rimworld install dir>\RimWorld914Win_Data\output_log.txt - assuming you're on a windows PC.

Next time it crashes (or if you haven't played since it crashed), attach it to a post here and Latta (or someone else) can have a look.

...Because this log only logs the last game.
Eh...
Thanks, I will do that, if I run into this thing again.
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Entropy147 on April 13, 2016, 02:56:28 PM
Will this mod be updated to A13?
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Lost56 on May 10, 2016, 12:52:06 PM
would love this mod to be updated (to A13) it's one of my favs
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Justas love on May 28, 2016, 03:57:03 AM
upda.te upda.te update.for/me/please/
Title: Re: [A12] RimEffect (22-08-2015 v25) A12 Update
Post by: Zorathex on May 28, 2016, 12:04:55 PM
Quote from: Justas love on May 28, 2016, 03:57:03 AM
upda.te upda.te update.for/me/please/

If this gets updated, it will be updated by someone other than Latta, as He/she was last active on April 26.