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Messages - Neocryptorian

#1
Yes definitly! Working hard to put it out as soon as I have speed tested it stable! ^^

Also now with a config file to adjust trap settings!  ;D


Dear Regards
Neocryptorian
#2
Quote from: Adamiks on May 26, 2015, 06:31:35 AM
Quote from: Neocryptorian on April 29, 2015, 06:49:06 PM
Hi everyone

Has been lending a helping hand to Igabod with Biodiversity so I am now happy to present Alpha 10f update.

Download in attachment.

Change log:
- Patched to Alpha 10f (play tested so should be stable)
- Please report any issues if found thou.

Have fun everyone!  ;)

Thanks ;) Actually i have Alpha 10 version of this from modpack, but there was some problems with ThinkTree, maybe yours version will be better.

Please try it out, and if you still got issues please pm me and I will take a good look at it.   ;)
#3
Quote from: whoishigh on May 25, 2015, 04:04:04 AM
Quote from: hector212121 on May 21, 2015, 07:20:45 PM
Can you upload a version WITHOUT ANY DOTS IN THE NAME?

My mac is recognizing it as a unrecognizable file extension.

:P

Then you need a program that can unzip .7z files ;)

Thanks for helping out, but this issue has already been taken care of by pm. (Will clarify the need for 7z file requirements in main post when done with current update...)

Quote from: Wlala on May 25, 2015, 03:49:05 AM
I want to ask a question.
The enemy will take the initiative to attack the trap or not?

The enemy may target the trap if it consider it hostile enough yes. Has seen this with the powered traps multiple times, due to there fast trigger rates inflicting enough damage to make them a target.
#4
Quote from: Ninefinger on May 15, 2015, 03:53:37 PM
There are a lot of things that need to be considered when it comes to balance for this mod, You can balance test it using dev mode like i had suggested on my modpack page where you set up a long hallway 2/3 the length of a standard map and use your best traps agains a raid of about 50 raiders, at least half of them shoudl be able to make it to the end with at least half health.

That is the dev mode test, then you need to test with a regular playthrough, how cumbersome it is to actually build enough traps to get to that point based on how much resources they cost or how rare the resource is to be able to get to that tier of trap. or how much power is required to run that many traps. If it is inconcievable to be able to power enough traps to kill a decent size raid that is one way to balance it. How fast the re-fire time is on the traps is something to consider too. but you have to try consider all of these things at once. And you have to have a goal in mind that it is extremely difficult to build enough traps based on either resource cost or if you base it on surface area and you can easily build lots of traps then the damage has to be considered either by re-fire rate or base damage and balance both. then it comes down to powering the traps if they are heavy power sink then you can get away with slightly more damaging traps. etc.

anyways hope this helps.

Not sure how the traps for the moment can be non expensive thou as it's expensive to build without an "free metals mod". And resource loss is high when traps self destroy due to being horded by enemies... (Will look closer into this)

Will experiment with triggering times for a start too.

Good points indeed and you have given me much to think about and consider, while retaining base material values... might even post all trap statistics... have to sleep on this thou.

Thanks for the feedback  ;D
#5
I'm just think spawning here now but does anything here make sense?

hmmm... durability is automatically calculated from the material used, so that might get some issues manipulating ingame.

Trigger speed, and the degradation rate can be controlled with code.
Not sure if I can make the degradation rate work perfectly with all different materials without declaring it for every material specific in code...

I might be able to define 3 types of degradation thou...
Example:
- Wood Type (MaxHitPoints/3) as it's that weak as mentioned
- Stone Type (% value or a set amount of damage)
- Metallic Type (same princips as stone type)

Due to the above thou there need to be some alterations with the cost of traps as they get too expensive as it looks for the moment...

From earlier mod the base value for damage is 5 but most traps lower it.
The Tick cooldown time often get increased depending on material used... (longer time for trap to trigger)

Might need longer times and higher damage... hmmm...


Ok, will read the suggested post and see if I can balance it out.
#6
Quote from: deadlydullahan on May 15, 2015, 03:18:16 PM
Quote from: Neocryptorian on May 15, 2015, 03:07:06 PM
Quote from: deadlydullahan on May 15, 2015, 02:52:05 PM
Not sure but I can let him know and see what he thinks. I don't think there would be any real compatibility issues if he were to integrate this mod and I think it'd be a nice addition in his mod pack (course that's a personal opinion) but I'll pop on over to his modpack and let em know.

Please do.  :)

It's a first release upload so changes will be made as development continues with future updates, community feedback and eventual requests.

https://ludeon.com/forums/index.php?topic=11934.msg132590#msg132590

It's a fairly overpowered mod in his opinion and I can see where he's coming from. Maybe if the spike traps had a reload time of some sort?

Edit: For example, wooden spikes are weak and fragile but have a low reload time versus plasteel which are heavy but deadly and durable but have a very long reload time.

They have a melee cooldown time if that's what he is talking about default tickrate of 250 but can be adjusted?

And yes the way you described wood for example is just how it works... might need to adjust some stats on the research tree thou...

Could send him an big statistic file but will take some time to make one.  ???

Edit:
Wood trap spoiler: It only deals 2 dmg each trigger and it's trigger rate is 200% and has very little hp...
#7
Quote from: deadlydullahan on May 15, 2015, 02:52:05 PM
Not sure but I can let him know and see what he thinks. I don't think there would be any real compatibility issues if he were to integrate this mod and I think it'd be a nice addition in his mod pack (course that's a personal opinion) but I'll pop on over to his modpack and let em know.

Please do.  :)

It's a first release upload so changes will be made as development continues with future updates, community feedback and eventual requests.
#8
Quote from: Kilroy232 on May 15, 2015, 02:43:50 PM
Quote from: Neocryptorian on May 15, 2015, 01:01:34 PM
Quote from: Kilroy232 on May 15, 2015, 11:30:05 AM
So there is no actual description of what this mod does... what is it?

Sorry for my mistake with missing to explain the mod... that was not intentional..  :(

In basic it's a mod which adds a more diversity of floor traps to kill hostiles and is based on JulieEllie's earlier work. (Images of the traps will be added and will adjust so it's more clear what it does...)

Edit: Have reviewed and added the missing part to the main post, sorry for missing it.

Its no big deal, I wasn't trying to be rude I was really just curious :)

Ok, good.  :)
Have made it more proper now, just face palmed myself big time when i read your post and noticed I missed it out.  :P
#9
Quote from: deadlydullahan on May 15, 2015, 02:36:10 PM
Neo have you talked to Ninefinger about maybe having this mod featured in his modpack, feel it may help get more people to try this mod out and give some more feedback on it for potential fixes or ideas.

No i haven't you think NineFinger would be interrested?
#10
Quote from: Kilroy232 on May 15, 2015, 11:30:05 AM
So there is no actual description of what this mod does... what is it?

Sorry for my mistake with missing to explain the mod... that was not intentional..  :(

In basic it's a mod which adds a more diversity of floor traps to kill hostiles and is based on JulieEllie's earlier work. (Images of the traps will be added and will adjust so it's more clear what it does...)

Edit: Have reviewed and added the missing part to the main post, sorry for missing it.
#11
Quote from: JuliaEllie on May 15, 2015, 08:34:58 AM
YAY its done! Nice work you did there. I would recommend uploading the mod to dropbox so everyone can download it even without a forum account.

Ok, will fix that straight away when I get home.  :)
#12
Quote from: deadlydullahan on May 14, 2015, 07:51:47 PM
All of this  ;D Amazing work

Edit: If I find any bugs I'll let you know pronto

Fun to hear you like it, and thanks in advance.  ;)
All help is much appreciated.  :)
#13
Better Inspection - Traps


This image is not an optimal usage of traps but more a show of content.

PS. All feedback is welcome and please bear with me it's my first official release work.


Introduction:
I welcome you all in to the "Better Inspection" mod which is a derivative work of JuliaEllie's mod "The Inspection - Floor Spikes" and now available with JuliaEllie's best wishes. So hope everyone will like the changes and don't forget the ones which made it all possible.  ;)

Description:
Now for the mod in question. This mod adds in a varied collection of spike traps for your different needs both powered and non-powered ones.

Some of the features so far involves different trap characteristics depending on the types of materials used to make them and different degrees of degradation between types. All traps are made to target both hostiles and animals but made in so that colonists and there allies remain safe, so no more accidental suicide runs for your colonists.  ;)

And to round up this description it now lands on you to try them out and find the most deadly combinations made available.


IMPORTANT! When updating to this mod from "The Inspection - Floor Spikes" mod deconstruct all Spike Traps or it will crash!


Downloads
Better Inspection - Traps (Alpha 10f) v1.0


Future Plans:
- Make some graphical changes so traps don't look the same when they aren't.
- Look into implementing a more varied assortment of traps that don't get too game/lore breaking.


Compatibility with mods:
This mod should be compatible with all mods that add materials which declares:
<MeleeWeapon_Cooldown>, <MeleeWeapon_SharpDamageMultiplier>, <color>.


Changes since "The Inspection - Floor Spikes" mod:
Changes made from "The Inspection - Floor Spikes" alpha 9 to alpha 10 also implemented into Better Inspection.
-Improved detection of animals and isColonist.

Changelog:

Initial Release Alpha 10f v.1.0 2015-05-15
- All traps now use StuffCategories (All traps now craftable from different materials)
- Traps now have 2 main types the weaker un-powered tier and the slightly stronger powered version.
- Traps statistics now dependent on material used to craft them (trigger speed, damage and max hitpoints varies)
- Traps are now unlockable through research, sorry everyone no free traps right at the start...
(Forgive me if I got a little carried away with the descriptions.  ;D)
- Traps now relocated to a new architect category: "Security - Traps" to make room for expansions in the future.
- Managed to figure out how to apply materials color to traps. (YAY! More immersive traps)



Credits too:
- JuliaEllie - Original Author
- deadlydullahan - For the idea on manual traps which also have some degradation on triggering, and making traps with different materials which in turn will determine trigger speed, damage and durability.
- tsungen - for being a really nice fellow helping out with making this build possible.


[attachment deleted due to age]
#14
Quite done, so far I'm writing a draft for the first version release thread will try to have it up and available in a hour.  ;D

Edit:
Ok everyone the derivative work that has been made on this mod is now finally up and available as it's first release here:
[Mod][Alpha 10] Better Inspection (2015-05-15)

Have fun and hope hearing from you soon.  :)
#15
Quote from: Dave-In-Texas on May 13, 2015, 10:47:44 AM
Quote from: Dave-In-Texas on May 12, 2015, 11:01:35 PM
Thanks for your efforts, but I'm still having no joy.

Windows 8.1 x64  but that shouldn't matter (it never has before)

I've attached my original mods config. I also tried it alone with no other mods, same result.

I've since discovered that however you did what you did before.. it created a 0byte dll (floorspiker.dll) that i have NO permissions to view, edit or delete.. which means the entire directory path is stuck now.
windows keeps giving me errors about not having permissions... and i'm the only administrator.  so no doubt thats part of whats going on.
not really sure why what you wrote is so different from every other addon but.. yeah :)


I rebooted the pc and I guess everything I was doing took effect (no instructions to reboot but when in doubt, right?) since i was able to delete the file.   It took a little work but I determined it was the extraction program I am using (at least as far as making that file 0bytes, which emphatically would not work).   So, now I have a newer (well to me) 7Z extractor and it seems to actually do it right :)

and just confirmed that Rimworld loads perfectly now (no time for a game but thats an excellent sign.

Edit: Happy everything worked out for you was getting a headache trying to figure out where I had made a mistake.  ::)

Hope you don't get any more problems and have fun now  ;D