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Topics - theguruofreason

#1
Releases / [1.0-1.1] Gasch's Gear - Guns and Grenades
September 23, 2018, 10:24:17 PM

Gasch's Gear - Guns and Grenades
Target Version: 1.0 & 1.1

Download
On Steam


Expands the world of weapons in Rimworld to include more intermediate variants while simultaneously diversifying weapons to accentuate strengths and weaknesses. This mod also keeps the flavor of vanilla Rimworld. New weapons are generic (no specific model names like 'SKS' or 'FN FAL/SA-58'), and the icons have been lovingly crafted to blend right into vanilla textures. The tech tree has also been reworked to allow a smooth progression through weapons technology with viable choices at every stage.
 
Overview

  • More early-era firearms!
  • More distinct firearms across all ages!
  • Grenades are dangerous!
  • Firearm and Grenade research completely overhauled!
  • All ranged weapons are rebalanced!

Screenshots
     

New Firearms

New Grenades


Deeper Analysis

  • Pistols and Revolvers:

    • Accurate at touch and short ranges
    • Average range
    • Quick to fire and aim
    • Relatively short ranged
  • Shotguns:

    • Accurate at short to medium ranges
    • Heavy damage
    • Very short range
  • Carbines:

    • Accurate at short to medium ranges
    • Average range
    • Quick to fire and aim
    • Ranged between rifles and handguns
    • Light and Heavy variants
  • Rifles

    • Accurate at medium and long ranges
    • Long range
    • Average fire-rate
    • Light and Heavy variants
  • Sub Machine Guns

    • Average accuracy at touch and short ranges
    • Average range
    • High rate of fire (3 shot bursts)
    • Light and Heavy variants
  • Sniper Rifles

    • Very accurate at medium and long ranges
    • Heavy damage
    • Very long range
    • Slow rate-of-fire
  • Belt-fed Firearms

    • Poor accuracy; most accurate at medium range
    • Long range
    • Very high rate-of-fire (5 round bursts)
    • Light and Heavy variants
  • Grenades

    • Explosion radii DRAMATICALLY increased; about 2-3x
    • Projectile speed increased (from 10 to 20)
    • Grenade fuses are a bit longer
    • New incendiary grenades! (upgrade from molotov cocktails)
  • Grenade Launchers

    • Explosion radii DRAMATICALLY increased; about 2-3x
    • Difficult to research
  • .50cal BMG

    • Extremely accurate at medium and long ranges
    • Extreme range
    • Massive damage
    • Slow fire-rate

Research

  • New research tab for all firearm and grenade related research
  • Smooth progression through technology levels
  • Some vanilla research prerequisites are changed

Author/Mod Team
Gasch (aka theguruofreason)
Sprites by Ama Busia

Download
On Steam


 
Compatibility
This is very likely to conflict with mods which alter vanilla firearms or firearm related research. It will not cause a crash if added to unmodded saves, but will cause many vanilla firearms and molotovs to disappear.
#2
1. Circumstances:
  Had a trade caravan. received meteor event (right in the middle of my damn farm).

2 What happened:
  Meteor killed a caravan member. I lose 5 faction standing for the death.

3. What you expected to happen:
  I dunno... not lose faction for an act of god? Or else I lose a ton of standing because the faction believes I summoned a meteor against them.

4. Steps we can follow to make the bug appear on our machine:
  I haven't done it myself, but you can probably use dev mode to spawn a caravan event and then spawn meteor events.

I'll include a save game if necessary.

I don't think the log has any relevant information, but I'll include it anyway. I am using many mods, but I'm confident that this didn't involve any of them.

[attachment deleted due to age]
#3
Releases / [1.0-1.4] Advanced Cultivation
September 01, 2018, 04:41:34 PM
Advanced Cultivation [1.1.9]

Current version: 1.1.9 for Rimworld 1.0, 1.1, 1.2, 1.3, and 1.4

Download





Description:
Advanced Cultivation aims to diversify the farming experience in Rimworld. To this aim, soil has been reworked and composting and fertilizer have been introduced!

Overwritten Vanilla Ground:

  • Soil
    • Fertility: 70%

  • Rich Soil
    • Fertility: 100%

  • Marshy Soil
    • Fertility: 70%
    • Dries to: Rich Soil

  • Gravel
    • Fertility: 40%

  • Lichen-Covered Dirt
    • Fertility: 70%

  • Mud
    • Dries to: Rich Soil
   
New Ground Types:

  • Tilling

    • Tilling soil gives a 30% fertility boost
    • Soil must be re-tilled after each harvest

  • Fertilized Soil

    • Has 100% fertility
    • Costs 1 Fertilizer to construct

  • Enriched Soil
    • Has 130% fertility
    • Costs 1 Enriched Fertilizer to construct

  • Miracle Soil
    • Has 170% fertility
    • Costs 1 Miracle Fertilizer to construct
New Items:

  • Raw Compost
    • Requires the "Composting" research
    • Costs .25 nutrition (~5 meat) per compost
    • Can be crafted in batches of 5
    • Craft at crafting spot or butcher table

  • Fermented Compost
    • Raw Compost naturally ferments over time (10 days by default)
    • Compost Bins allow compost to ferment faster (6 days by default)

  • Fertilizer
    • Requires the "Simple Cultivation" research
    • Costs 5 fermented compost per fertilizer
    • Craft at a Butcher Table or Drug Lab

  • Enriched Fertilizer
    • Requires the "Advanced Cultivation" research
    • Costs 7 fermented compost and 2 psychite tea per fertilizer
    • Craft at a Drug Lab

  • Miracle Fertilizer
    • Requires the "Miracle Cultivation" research
    • Costs 10 fermented compost and 3 flake per fertilizer
    • Craft at a Drug Lab
If you don't like the increased difficulty from the soil changes, feel free to modify the Terrain_AC.xml.

Conflicts
This mod alters vanilla ground objects (soil, rich soil, gravel, march, and lichen). Any mod loaded after it which alters these terrain may override these changes. Mods which add growable soil types will not have those types be tillable. Other than that, I don't anticipate any conflicts.

Author/Mod Team
Gasch (aka theguruofreason)

Download




How to install:

  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.

License Info:

  • Can modpack makers include your mod in their modpack? YES (ensure you provide credit to me for this content)
  • Can other modders make derivative mods based on yours? YES (ensure you provide credit to me for this content)
Feel free to contact me for any reason:
Discord: Gasch#6759
Steam: https://steamcommunity.com/id/theguruofreason/
#4
Outdated / [B18] Advanced Cultivation (0.1)
May 29, 2018, 03:24:39 AM
Advanced Cultivation

Description:
Advanced Cultivation aims to diversify the farming experience in Rimworld. To this aim, soil has been reworked and composting and fertilizer have been introduced!

Overwritten Vanilla Ground:

  • Soil
    • Fertility: %70

  • Rich Soil
    • Fertility: %100

  • Marshy Soil
    • Fertility: %50
    • Dries to: Rich Soil

  • Gravel
    • Fertility: %45

  • Lichen-Covered Dirt
    • Fertility: %70
   
New Ground Types:

  • Tilled Soil

    • Has %90 fertility
    • Requires the "Tilling" research
    • Only takes work to make!

  • Fertilized Soil

    • Has %120 fertility
    • Requires no research
    • Costs 1 Fertilizer to construct

  • Enriched Soil
    • Has %150 fertility
    • Requires no research
    • Costs 1 Enriched Fertilizer to construct

  • Miracle Soil
    • Has %200(!!!) fertility
    • Requires no research
    • Costs 1 Miracle Fertilizer to construct
New Items:

  • Raw Compost
    • Requires the "Composting" research
    • Costs .25 nutrition (~5 meat) per compost
    • Can be crafted in batches of 5
    • Craft at crafting spot or butcher table

  • Fermented Compost
    • Raw Compost naturally ferments over time (10 days by default)
    • Compost Bins allow compost to ferment faster (6 days by default)

  • Fertilizer
    • Requires the "Simple Cultivation" research
    • Costs 5 fermented compost per fertilizer
    • Craft at a Butcher Table or Drug Lab

  • Enriched Fertilizer
    • Requires the "Advanced Cultivation" research
    • Costs 7 fermented compost per fertilizer
    • Craft at a Drug Lab

  • Miracle Fertilizer
    • Requires the "Miracle Cultivation" research
    • Costs 10 fermented compost per fertilizer
    • Craft at a Drug Lab
If you don't like the increased difficulty from the soil changes, feel free to modify the Terrain_AC.xml.

Conflicts
This mod alters vanilla ground objects (soil, rich soil, gravel, march, and lichen). Any mod loaded after it which alters these terrain will override these changes. Other than that, I don't anticipate any conflicts.

Author/Mod Team
Gasch

Download


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#5
My mod adds an item to the game and two recipes to create it. One recipe creates one at a time, the other creates five at a time.

Despite creating a category for the items;
  <ThingCategoryDef>
    <defName>SC_Farming</defName>
    <label>Farming</label>
    <parent>ResourcesRaw</parent>
    <resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>Fertilizer</iconPath>
  </ThingCategoryDef>

Which they are both in;

  <ThingDef>
    <defName>SC_Compost</defName>
    <thingClass>ThingWithComps</thingClass>
...
    <thingCategories>
      <li>SC_Farming</li>
    </thingCategories>
...
  </ThingDef>

  <ThingDef>
    <defName>SC_Fertilizer</defName>
    <thingClass>ThingWithComps</thingClass>
...
    <thingCategories>
      <li>SC_Farming</li>
    </thingCategories>
...
  </ThingDef>

neither shows up in the resource browser. Additionally, when I set the create compost recipe to "do until you have X", it counts stacks instead of individual items.

Help is greatly appreciated!
#6
I want a building to either:

  • Completely change its base texture when certain conditions are met (ie: this.(int) > (int))
  • Display a texture over (on top of) its texture when certain conditions are met.

I've tried a few different approaches to no avail. The building always keeps its default graphic. Does anyone know how to do this?
#7
Help / Multiple ingredients with an unfinished object
December 24, 2014, 03:17:09 PM
I am attempting to make an item that requires 2 different resources to produce; leather and steel. I also want it to have an 'unfinished' stage. The recipe seems to work fine, except that when I inspect the unfinished object I get these errors:
Quote(Filename:  Line: 398)

Exception doing inspect pane: System.ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

  at System.Collections.Generic.List`1[Verse.ThingCount].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.UnfinishedThing.get_LabelBase () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_Label () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_LabelCap () [0x00000] in <filename unknown>:0

  at RimWorld.InspectPaneUtility.AdjustedLabelFor (IEnumerable`1 selected, Rect rect) [0x00000] in <filename unknown>:0

  at RimWorld.InspectPane.InspectPaneOnGUI () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 398)

Exception doing inspect pane: System.ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

  at System.Collections.Generic.List`1[Verse.ThingCount].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.UnfinishedThing.get_LabelBase () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_Label () [0x00000] in <filename unknown>:0

  at Verse.Thing.get_LabelCap () [0x00000] in <filename unknown>:0

  at RimWorld.InspectPaneUtility.AdjustedLabelFor (IEnumerable`1 selected, Rect rect) [0x00000] in <filename unknown>:0

  at RimWorld.InspectPane.InspectPaneOnGUI () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Not having many examples to draw from, I'm unsure what is causing this problem. Also, when I mouse over the object all of the gui panes disappear. I can post the XML if needed. Please halp!