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Messages - dragonregure

#1
Quote from: eatKenny on June 20, 2017, 03:30:17 PM
sorry guys i'm really busy with real life stuff, so if anyone is interested to make a CE patch plz go ahead, i will give you permission and credit.
those guns are mostly more advaced than vanilla guns so they are not intended to be crafted.
so how can i get the guns?
Trade?
#2
Quote from: mismaerz on June 01, 2017, 03:22:45 AM
sir how to craft wepon in A17
I have same issue.. How can i craft gun? There's no craft non-vanilla gun in machining table.
#3
Quote from: Haplo on September 15, 2016, 09:56:44 AM
Quote from: Adventurer on September 13, 2016, 06:26:52 PM
Hello Haplo. There is a conflict with the Naked ThoughtDef with the mod Psychology and Misc Robots. Would it be possible for robots to not consider themselves Naked without modifying this ThoughtDef?
This is the easiest way for me to do that. The alternate is that I inject the robot into the thought Def manually when the robot is spawned. I can do that, but didn't for now as I wasn't aware of conflicts.
Easiest for you right now is just to load Psychology after robots. This will overwrite the robots part and they'll be naked again, but it isn't that much of a problem anyway.

Quote from: dragonregure on September 13, 2016, 01:13:18 PM
I have some issue here..

So i downloaded all the mods except map generator and object..
i try load the game, but it cant, ah okay i will just simply make a new game..

But the issue is here, when i make a new game and the builder want to build something (ex:Fueled generator), the requirement material is 25 wood..?
then i try to look at other buildables, its all same! only require 25 wood??? I try to remove the Mod and all become normal again.. any sugestions?  :-\
Sorry I am unaware how that can happen at all. I'm pretty sure that none of my mods actively change these things, so it can only a interconnected problem with another mod. But I'm unaware of which mod can do something like that.. This sounds like all the defs are changed to these values.. Which ThingDef needs these exact values to be built?
Btw did you restart your game after activating the mod and before loading the savegame? If you don't restart previously these kind of problem can also happen..

Somehow it back to normal if i not using Robots mod, MAI Mod, and Incident Mod.
But yeah, i want a robot too!  ;D
#4
Quote from: Deimos Rast on September 14, 2016, 02:42:27 PM
Quote from: dragonregure on September 14, 2016, 01:34:04 PM
Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
The mod adds an orbital trader that always has a full stock of gear, and that's the only way to get the guns. I suppose I could make some recipes, but Hiztaar feels it would imbalance the game, and so I probably won't. ;)
Well.. Thats cool too!  ;D
idc, i just love guns  8)
#5
Quote from: JournalSnail on September 14, 2016, 11:31:50 AM
Quote from: dragonregure on September 14, 2016, 10:47:27 AM
Is this mod compitable with other weapon mod? like High Caliber
I'm currently running it with High Caliber.

Cool! Oh yeah, about the weapons, can we craft it or we ge it only from traders?
#6
Okay i have some questions..

How i can see Ballistic shield health? I didnt see it anywhere, and my character still damaged by melee even using ballistic shield, is that because i got attacked by melee attack?
#7
Is this mod compitable with other weapon mod? like High Caliber
#8
Quote from: 14m1337 on September 14, 2016, 03:04:49 AM
Quote from: dragonregure on September 13, 2016, 08:05:12 PM
Quote from: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.

So you say that the conflicted mod its just Misc AI mod?
you can see my mods at picture below, curently the Misc is not active

Part A: the search for the messing-up mod
1) deactivate all mods
2) start a new game
3) check for errors: no error=continue with step 4; error: start part B
4) end game
5) activate next mod
6) repeat starting at 2)

Part B: is the mod messing up on it's own, or are there conflicts with other mods ?
1) end your current game
2) deactivate the first mod in your active mod list (skip CORE of course...)
3) start new game
4) check for the error: still present = continue with 5); not present any more = continue with part C
5) end game
6) repeat starting at 2)

Part C: proofing your results
1) end current game
2) re-activate the mod that you deactivated last
3) de-activate all mods between the mods that you identified in parts A and B
4) start a new game
5) check for the error
6a) error still present: report the issues to the makers of the identified mods
6b) error "gone": you now should have understood the system of identifying error-producing mods. just let the two already identified mods be activated, and add the "between"-mods one after another until you encounter the error again. as soon as you're sure to have indentified the group of mods that causes your troubles, inform the mod makers. they surely will try to reproduce your issue.

is there any mod in my list that in your mod too? so im not double checking that mod.
#9
Quote from: 14m1337 on September 13, 2016, 06:02:03 PM
which other mods are you using ? I've read of this more often in the last few days...
I can say that I also downloaded Misc.AI some minutes ago, activated it and had no problem, so I conclude that there's another mod messing with Misc.AI - one that I do not use.

So you say that the conflicted mod its just Misc AI mod?
you can see my mods at picture below, curently the Misc is not active

[attachment deleted by admin - too old]
#10
I have some issue here..

So i downloaded all the mods except map generator and object..
i try load the game, but it cant, ah okay i will just simply make a new game..

But the issue is here, when i make a new game and the builder want to build something (ex:Fueled generator), the requirement material is 25 wood..?
then i try to look at other buildables, its all same! only require 25 wood??? I try to remove the Mod and all become normal again.. any sugestions?  :-\
#11
I doont get the sensor switch work..
How many radius to active and deactive it? can i set the radius?
#12
Quote from: Deimos Rast on September 12, 2016, 03:06:05 AM
@dragonregure @eatKenny
So I made a thing... ;D
I'm a big fan of this mod, but I didn't like how you couldn't craft anything. So I set about remedying that.

I already had a spreadsheet with all the HC and stock weapon stats, so it simply became a matter of "fill in the blank." Luckily, all the HC weapons have a MarketValue, and I largely went off that. Initially, I planned on going solely off of that, but some numbers were (I felt) high, and then there were outliers, and I had to take into account the quasi "soft caps" the weapon tiers put on things. In short, balance is a harsh mistress. When I couldn't go up in cost, I often went to the side: into Plasteel, but only for the more advanced guns (ones specifically with the AdvancedGun tag), and at a generally low amount (5-15).

Then it came time to actually write the recipes. I had initially planned to take the easier route and redefine the Base abstract with recipeMakers and put the recipes directly in the weapon defs themselves. But that would require eventually overwriting the original weapon defs and long story short, I was worried about breaking saves. I took the longer route and wrote out RecipeDefs for every single weapon in the mod. Including the heavy ordinance, grenades, and sledgehammer. Ballistic Shield and Sledgehammer are crafted at the Smithy; everything else at the Machining Table.

Everything was tested in game. No errors or warnings in sight. I did not craft everything, however, only a random sampling, but I did check recipes of everything in game.
Nothing from the Mod is being redistributed. eatKenny is welcome to use this (i.e. incorporate it) as he sees fit, or not. Either is fine with me. :)

Installation:
Place folder 'RecipeDefs' into folder High Caliber/Defs
Does not require a new save. Yes, I tested it.
Does require you to reload the game though, in order for High Caliber to be reloaded.

Feedback:
As I said, balance is a very hard game to play, one which I hate. That aside, if you feel some numbers are way off (and I mean way off), let me know. Spreadsheet available on request if you want to really geek out.

Download:
Dropbox

Working~! You are the man, Man!  ;D
#13
Quote from: Deimos Rast on September 10, 2016, 03:12:02 AM
Quote from: dragonregure on September 09, 2016, 09:01:26 PM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>

1 again, can we craft HC guns? ecause i didnt find at machine table bills list
#14
Quote from: Deimos Rast on September 10, 2016, 03:12:02 AM
Quote from: dragonregure on September 09, 2016, 09:01:26 PM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>

That\s explain everything, thanks!
#15
Quote from: eatKenny on September 09, 2016, 06:47:11 AM
Quote from: dragonregure on September 09, 2016, 12:47:19 AM
Is this mod requires CCL? because it conflicted when i checking use CCR, my game versian is 15. Since CCL not support the v15 so how can i using this mod?

this mod does not require CCL.

Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

[attachment deleted by admin - too old]