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Messages - Rhodes

#16
Outdated / Re: Rhodes Mod List
November 19, 2013, 08:49:32 PM
Quote from: why1do on November 19, 2013, 08:41:38 PM
could you find a way to let us use tower_laser... or at least what it does?

Looks like what the auto-turret replaced.  It doesn't have a definition in the Buildings_Security list, so there is essentially no way for me to 'activate' it (ie, replace the Auto-Turret with it).

From the code, it looked pretty interesting though.  It was like a defense tower that marked enemies with a red laser and shot twice as fast as the auto-turret.  Looks like the range was 12 blocks (Auto-Turret is 25). But there is also a variable for MaxRangeSquared which is 144.  Not sure what that was for.  Damage was 25 per shot.
#17
Outdated / Re: Rhodes Mod List
November 19, 2013, 08:32:49 PM
Quote from: NephilimNexus on November 19, 2013, 08:30:32 PM
Wait, sunlamps for energy ... hmmm, can I power my solar panels with sunlamps, or would that cause the laws of physics to divide by zero?

Well, technically the plants use the light emitted by sun lamps for energy, right?  So, I wasn't "technically" wrong. :P
But yea, sunlamps for light - not energy.
#18
Outdated / Re: Rhodes Mod List
November 19, 2013, 07:19:48 PM
I figured if I can't force people to use sunlamps for energy, I can still force them to use energy for their hydroponics tables.
Take that, system!
#19
Outdated / Re: Rhodes Mod List
November 19, 2013, 07:12:47 PM
Quote from: DeltaV on November 19, 2013, 07:04:17 PM
Could you do a few more geysers + a level 5 minimum level plus 50% wall flammability plus 1.5x higher population instead of 5x?

Here you go:  DeltaV Mod



Rhodes Mod Compilation:
-----------------------------------------------------------------------------------------------------
Version 1.1: 11/19/2013 for Version 254b
Building Changes:
- Decreased SunLamp Energy Consumption to 110.
- Decreased SunLamp Cost to 90.
- Increased HydronicsTable Energy Consumption to 250.  (Not tested)
- Increased Wall Flammability to 25%. (Thanks DeltaV)

Download: Rhodes Mod
-----------------------------------------------------------------------------------------------------
#20
Outdated / Re: Rhodes Mod List
November 19, 2013, 06:51:41 PM
Quote from: Wopian on November 19, 2013, 06:47:47 PM
Regarding your compilation, you basically made sun lamps completly pointless by increasing their power usage and decreasing standing lamps' power usage by over half...

2 standing lamps next to eachother = sun lamp brightness + bigger coverage.

I forgot that regular standing lamps still grow plants.. My idea was to try and balance hydroponics.
Thanks for the info though, you're absolutely right.  I'm going to go ahead and reduce the power consumption of the sun lamps.
#21
Ideas / Re: Random Idea: Zombie Event
November 19, 2013, 06:47:15 PM
My vote is for a robot zombie apocalypse event.
They're renegade robots that wear the skins of the humans they kill, giving the appearance of walking corpses.
#22
Outdated / Re: Rhodes Mod List
November 19, 2013, 06:30:46 PM
Quote from: silveen on November 19, 2013, 06:21:34 PM
Amazing mods. Absolutely loved all of them, but the 5x population mod seems to make the Raiders invincible and useless. They walk into my base and stand there like empty units. Turrets nor colonists register them as targets and just walk through them.

Hmm, you sure that's related to the 5x population mod? 
Anyone else having that problem?

[EDIT]
What was the filename of the mod you downloaded?  Was it just the 5x population mod?

[EDIT EDIT]
I just tested it with the default 5x population mod and the raiders attacked like normal (on a new game).
#23
Outdated / Re: Rhodes Mod List
November 19, 2013, 05:45:45 PM
Quote from: bluestrike15 on November 19, 2013, 05:38:50 PM
Question. How would you include more than one mod? I would like to use the Wall mod and the x5 mod , But i assume that i can only use one

You just gotta let me know.

Here you go: Improved Walls and 5x Population Mod
#24
Outdated / Re: Rhodes Mod List
November 19, 2013, 01:03:44 PM
Quote from: zylosan on November 19, 2013, 12:54:01 PM
Thanks for all the hard work so far.  My request is to reduce the blast raidius when a turret is destroyed.  Currently its a major pain in the butt.

Been looking through the code and can't find where the blast radius is.  I'll let you know if I come across it, but it could be a while.
#25
Outdated / Re: Rhodes Mod List
November 19, 2013, 11:57:15 AM
Quote from: Zues on November 19, 2013, 11:50:42 AM
made an account just to say it is really cool how you reply so fast and all that to requests. but i think making them all compatible with eachother would slow down alot of the requests (as in most of them would already be done), i dont program but just a thought.

Thanks for the comment!

As for them each being compatible, it's not really possible with the current modding process.  I have to make the changes on a case by case basis.  When Tynan adds in official modding support, it will be much easier to make a mod loader where people can pick and choose their changes.
#26
Outdated / Re: Rhodes Mod List
November 19, 2013, 11:29:02 AM
Quote from: shadowtail00 on November 19, 2013, 10:49:38 AM
May i ask how you mod? if its to complex don't worry.

I use .Net Reflector with the Reflexil plugin.  If you know a bit about programming, you should be able to pick up the process relatively quickly.

[EDIT]

Rhodes Mod Compilation:  Version#0.0.0.254b
===============================================================
This compilation is my own personal rendition of how I feel the game should be played (Not completely balanced yet).
It is likely much harder than a lot of people might enjoy - but might also be much more fun!
If you feel a change I made lacks balance, please feel free to comment so that I can consider a revision.


[b]Version 1.0:[/b] 11/18/2013 for Version 254b
Map Generation Changes:
- Removed the 'Side Cliff' from map generation.

Building/Furniture Changes:
- All Buildings are, at least, 4x more expensive.
- All Buildings take, at minimum, 4x longer to build.
- All Buildings use, at least, 2x more power.
- Geothermal Generators take 8x longer to build.
- Geothermal Generators are 6x more expensive.
- Stockpile Area cost unchanged.
- Auto-Turret HP increased by 3x.
- Blasting Charges are 6x more expensive.
- Wall HP increased by 1.5x.
- Wall Cost increased to 8.
- Walls are no longer flammable.
- Door HP increased by 1.5x.
- Doors are no longer flammable.
- Power Conduit remains unchanged.
- Sandbags are 6x more expensive.
- Sandbags no longer slow AI.
- Hydroponics Tables are 16x more expensive.
- Research Tables are 16x more expensive.
- Drop Beacons no longer slow AI.
- Chairs no longer slow AI.
- Short Tables no longer slow AI.
- Long Tables no longer slow AI
- Standing Lamps are 10x more expensive.
- Standing Lamps use 60% less power.
- Sun Lamps are 8x more expensive.
- Sun Lamps take 8x longer to build.
- Sun Lamps use 1.5x more power.

Environment Changes:
- FilthDirt Beauty increased to Ugly
- FilthSand Beauty increased to Ugly
- Debris no longer slows AI.
- Debris Cover Percent decreased by 25%.

Plant Changes:
- Accele-Potato Plant produces 33% less food.
- Accele-Potato Plant grows 50% slower.

Mining Changes:
- Rocks take 3x longer to mine.

Story_Teller Changes:
- Population limits increased by 3x.

Skill Changes:
- XP Required to Level Up increased by 50%.
- Maximum Level increased to 30.

Research Changes:
- Research slowed by 4x.

Weapon Changes:
- Frag Grenades no longer destroy buildings.

Trade Changes:
- Food base price decreased by 80%.
- Metal base price increased by 300%.
- Medicine base price increased by 100%.
- Uranium base price increased by 600%.
- Missle base price increased by 150%.



Downloads:
Rhodes Mod (Version#0.0.254b)

===============================================================


If someone decides to do a let's play with this Mod, please let me know.  I would love to watch it.
#27
Outdated / Re: Rhodes Mod List
November 19, 2013, 10:06:24 AM
Quote from: shadowtail00 on November 19, 2013, 09:51:43 AM
Sorry but if possible could i have a turret that is not useless but not too op & the wall mod?? Sorry if this is a pain your rump...

You should find this much more balanced:  https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.P5W2.dll

The turret doesn't shoot any faster, but it does have 3x HP. I also increased power usage by 150 and build time by 1000.
#28
Outdated / Re: Rhodes Mod List
November 19, 2013, 09:39:25 AM
Quote from: CmdrQuartz on November 19, 2013, 04:00:13 AM
Is it possible to lock in just happiness? I keep them happy just fine usually but sometimes it seems they just end up seeing too many dead bodies after a harsh wave and the fear doesn't counter act the lose of happiness enough. And while I suppose it's reasonable that a miner wouldn't want to go into a dark hole just after fighting a bunch of raiders but I just want to tell him to suck it up :P

I'll have to play around with this.  Most of the StatusLevels all use the same method, so when you modify one, they all receive the change (where I was modifying it from originally).  Though, I suspect it might be possible to modify just Happiness by adjusting the rate of change or something.
#29
Help / Re: Rimworld Texture/Sound Modding
November 19, 2013, 09:34:10 AM
Quote from: Vilusia on November 19, 2013, 08:12:28 AM
Paint.net has a built in DDS editor by the way. Might want to add that to the tutorial for people who use it.

Added. Thanks for the tip.
#30
Outdated / Re: Rhodes Mod List
November 18, 2013, 05:45:29 PM
Quote from: shadowtail00 on November 18, 2013, 05:34:53 PM
Thanks and what did you mean when you said original is there a nerfed one?

There can be.. I can make it as nerfed or as powerful as you want.