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Messages - SlimeCrusher

#1
Outdated / Re: [A12] Manual Turrets (v1.0.0)
June 11, 2017, 12:18:53 AM
I am really sorry to bump this massively old topic, but after checking how many downloads all my mods have (atleast those that i recorded), i figured this specific mod, with how little feedback and reviews it received (relative to other popular modding hits), it managed some 1271 downloads up to this date. I was amazed when i saw this number as it's more than twice what i would have hoped for this one mod to accomplish. I still remember making those textures... Especially the zweiling-flugabwehrkanone thing.

I'm not sure what to say other than thanks for whoever downloaded this. Would have never expected this mod to be on 1271 computers at some point :D

And now back to stasis.

(This has got to be the weirdest bump recorded in history)
#2
Outdated / Re: [A12] Weapon Effects[v1.2.0]
April 10, 2016, 03:26:13 PM
I see... Locking then.
Any moderator can move this and all my mods to outdated, i doubt anybody will miss them tbh.

Edit 7/27/2016: Reopened in case someone wants to point out something. Will leave open from now on...
No, this is not an update to the mod and i'm not back, just a random fly-by i guess...
#3
Outdated / Re: [A12] Weapon Effects[v1.2.0]
April 10, 2016, 12:22:04 AM
Is anybody interested in taking over this?
Not sure if any of the code works on A13 though, i'm pretty sure i left the source in the download file so i shouldn't need to upload anything new.

I kinda realised i'm not a good enough coder to complete this, i was going to abandon this and let it rot while i'm away, but if anyone wants to take over this i'm basically fine with that, as i won't ever work on this again ;)

(Sorry for those who wanted a compatibilty patch for Combat Realism, as i said i'm not an experienced c# coder, so it was out of my reach)
#4
Help / Re: Updating old mod - weapon errors
December 03, 2015, 08:05:43 PM
Quote<ThingDef Name="BaseGun" Abstract="True">
      <category>Item</category>
      <thingClass>ThingWithComps</thingClass>
      <equipmentType>Primary</equipmentType>
      <label>Gun</label>
      <pathCost>10</pathCost>
      <useHitPoints>True</useHitPoints>
      <selectable>True</selectable>
      <graphicData>
         <onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
         <graphicClass>Graphic_Single</graphicClass>
      </graphicData>
      <drawGUIOverlay>true</drawGUIOverlay>
      <statBases>
         <MaxHitPoints>100</MaxHitPoints>
         <Flammability>1.0</Flammability>
         <DeteriorationRate>1</DeteriorationRate>
         <SellPriceFactor>0.5</SellPriceFactor>
      </statBases>
      <altitudeLayer>Item</altitudeLayer>
      <alwaysHaulable>True</alwaysHaulable>
      <tickerType>Never</tickerType>
      <techLevel>Spacer</techLevel>
      <thingCategories>
         <li>WeaponsRanged</li>
      </thingCategories>
      <inspectorTabs>
         <li>ITab_Art</li>
      </inspectorTabs>
      <comps>
         <li>
            <compClass>CompForbiddable</compClass>
         </li>
         <li>
            <compClass>CompEquippable</compClass>
         </li>
         <li>
            <compClass>CompQuality</compClass>
         </li>
         <li>
            <compClass>CompArt</compClass>
            <nameMaker>NamerGun</nameMaker>
            <descriptionMaker>ArtWeaponGun</descriptionMaker>
            <minQualityForArtistic>Excellent</minQualityForArtistic>
         </li>
      </comps>
      <smeltProducts>
         <Steel>20</Steel>
      </smeltProducts>
      <weaponTags>
         <li>Gun</li>
      </weaponTags>

      <verbs>
         <li>
            <projectileDef>Bullet_Pistol</projectileDef>
            <warmupTicks>54</warmupTicks>
            <range>24</range>
            <soundCast>ShotPistol</soundCast>
            <soundCastTail>GunTail_Light</soundCastTail>
            <muzzleFlashScale>9</muzzleFlashScale>
         </li>
      </verbs>

   </ThingDef>
Why the hell is that there? Try removing it and see if it works.
I think it's trying to have 2 verbs doing the same thing, and it's confused. Was that there when you started the compatibility fix or you added it in there?
I also recommend remaking the weapon's graphics since they use the old style of weapons instead of the new one. I can help with that if you don't know how to make good weapon graphics. Don't forget to tweak the prices, they're off by a lot, since weapons got more expensive than they were (when that mod was made).
#5
Ideas / Re: Orbital strike
November 30, 2015, 11:56:54 PM
Quote from: Limdood on November 30, 2015, 07:50:41 PM
where has it been said that space traders are being "replaced" or that goods recieved will be brought by land caravans?

As far as i'm aware, all that is changing is that ground-traveling, faction based caravans for trading are being ADDED....not replacing anything.
Direct quote from Tynan
Quote from: Tynan on February 26, 2015, 10:32:03 PM
It's dumb that they can trade with spaceships at all. It's just a stopgap because ground traders are so difficult to do. I still hope to switch all the trade to ground caravans - some day.
It's still speculation, but when Tynan says something will be changed, it WILL be changed.
#6
Quote from: cultist on November 30, 2015, 08:55:58 PMAs you said, they currently create a bit of snow that spreads fairly quickly and will eventually kill your crops. I believe the snow is a placeholder for something a bit more exciting like an actual poison effect or something. It's not quite the immediate danger that a psychic ship poses, but if you rely on growing crops at all, it's something you will have to deal with eventually.
It's not the snow that kills. Crops get randomly destroyed if you leave poison ships hanging around for some time, even if the snow isn't touching them.
So if you want to be able to keep growing food, make sure to eliminate them once your crops start dying out of nowhere ;)
#7
Ideas / Re: Orbital strike
November 30, 2015, 04:23:58 PM
Quote from: REMworlder on November 29, 2015, 04:52:42 PMDrop pods seem pretty common in RimWorld
They aren't, only used by space pirates and others. Traders will no longer use drop-pods as they'll come from caravans.
Maybe instead of drop pods, you could build some kind of catapult or mortar to lob containers full of stuff and maybe animals to the enemy, instead of something you buy and falls from space. That could work.
#8
General Discussion / Re: Rimworld in a Nutshell quotes
November 29, 2015, 04:25:10 PM
Quote from: MeowRailroad on November 29, 2015, 07:25:27 AM
I think that should be fixed, becuase it would seem to ALWAYS be easier to hit something closer.
Having it be less accurate closer seems like a very "video-gamey" thing meant to add balance, but it isn't necessary. The long aim time alone should be enough to keep the sniper rifle from being a short-range gun.
Good luck hitting a moving target without any sights other than an overzoomed scope in wich you only see the eye of your victim that is coming towards you. Actually, it's only innacurate at touching range, so if you move a few tiles backwards you should have a better chance at hitting anything.
On-topic now.

Mike: These men should deserve a proper burial...
Keen: Shut up and keep butchering!
#9
Muffalo.
I don't know why but i love muffalos.
#10
Ideas / Re: Orbital strike
November 28, 2015, 06:41:47 PM
Once again, would make a nice mod, but not something for vanilla. (I think it exists already too)
It would really break immersion, why would an orbital strike "base" be orbiting around a forgotten planet? It doesn't make sense. Now, i know about "orbital trade beacons", wich also break immersion and trade ships too, but those are placeholder, they are being replaced on the next update with friendly faction caravans where you can buy stuff from, instead of passing-by spaceships that happen to have goods on them.
#11
Outdated / Re: [A12] Weapon Effects[v1.2.0]
November 27, 2015, 10:52:07 PM
Updated!
Now with mortar trails (wich work correctly now), molotov fire and charge weapons sparks! (for full changelog reffer to OP's changelog)
No CR compatibility yet, sorry. But i plan on making this compatible with Rimfire and similar weapon mods shortly, so stay tuned!  ;D
Edit: Change of plans, cancelling everything, bye :)
#12
Help / Re: Texture spawns in different colours
November 27, 2015, 02:37:50 PM
Quote from: ApparelBase...
<comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li>
        <compClass>CompColorable</compClass>
      </li>

      <li>
        <compClass>CompQuality</compClass>
      </li>
    </comps>
...
Remove that.
Hope that helps  ;)
#13
Quote from: sanya02 on November 26, 2015, 06:54:51 PMHi! You can do that the sleeves did not disappear, and the settlers removed when cleaning the area!?!
Oh i get it now damn you google translate!. With my current code this is impossible, and would also require a lot of tinkering to get working. Maybe overwriting cleaning code, wich is not ideal. It would also create tons of lag, especially with mechanoids with miniguns, since you'll have to render all the casings on the floor until a colonist cleans them up.
#14
Quote from: sanya02 on November 26, 2015, 10:53:24 AM
Hi! There's a thought! You can make to the liner did not disappear, and removed the settlers, there is a zone where the cleaning !! ??)) I would be very grateful for this work))
Umm... Sorry but i couldn't make out what you typed. Could you please rephrase that?
#15
I haven't realised before, but since i'm making a colony using this mod, when i got raided or i find the weapons in traders, i feel that they may be what i need or be completely useless, since you get no stats whatsoever and you have to compare the ones you get with other weapons, wich is less than ideal.
I recommend instead of using direct copy-paste of Wikipedia's info about a gun, you instead make your own, telling little about the gun itself and more about the stats of it, like other weapon mods and vanilla ones do (Ex. AK47: An old russian assault rifle. High damage, and medium range, but low firerate), that way it feels a bit easier to pick wich rifle you want to buy from traders, or what you got in the last raid, instead of worthless info about where the rifle was made and by what company ;)