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Messages - RoboticManiac

#1
I like my mountain bases, so I disable the insect hive events. Sometimes I start a map with permanent toxic fallout and volcano ash. Also with around 80% research speed.
#2
Quote from: Kirby23590 on September 11, 2018, 11:28:29 AM
You were missing the <ticksBetweenBurstShots> when making an automatic weapon like an Heavy machine gun or an assault rifle.

I compared it to the Core game's LMG & your code, and found out why.

i also edited and fixed your code, so here you go! :)

<ThingDef ParentName="BaseBullet">
    <defName>Bullet_HMG</defName>
    <label>hmg bullet</label>
    <graphicData>
      <texPath>Things/Projectile/Bullet_Big</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>12</damageAmountBase>
      <stoppingPower>2</stoppingPower>
      <speed>55</speed>
    </projectile>
  </ThingDef>
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>Gun_HMG</defName>
    <label>Heavy Machine Gun</label>
    <description>An old heavy machine gun.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/WeaponRanged/LMG</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Interact_Rifle</soundInteract>
    <statBases>
      <WorkToMake>10000</WorkToMake>
      <Mass>4</Mass>
      <AccuracyTouch>0.70</AccuracyTouch>
      <AccuracyShort>0.70</AccuracyShort>
      <AccuracyMedium>0.75</AccuracyMedium>
      <AccuracyLong>0.35</AccuracyLong>
      <RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
      <li>IndustrialGunAdvanced</li>
      <li>HMG</li>
    </weaponTags>
    <costList>
      <Steel>150</Steel>
      <ComponentIndustrial>6</ComponentIndustrial>
    </costList>
    <recipeMaker>
      <skillRequirements>
        <Crafting>5</Crafting>
      </skillRequirements>
    </recipeMaker>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_HMG</defaultProjectile>
        <warmupTime>0.2</warmupTime>
        <range>30</range>
<ticksBetweenBurstShots>7</ticksBetweenBurstShots>
        <soundCast>Shot_Minigun</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
<burstShotCount>10</burstShotCount>
      </li>
    </verbs>
    <tools>
      <li>
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
      <li>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
          <li>Poke</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
    </tools>
  </ThingDef>


Brilliant, thanks!
#3
So I'm following the guide made by Jecrell, and I can't figure out what I'm doing wrong. Rimworld opens up and says there's a parse failure, but I can't figure out what in specific is wrong. It should be a simple copy/paste of the revolver with different stats and the LMG texture. Would really appreciate some help.

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BaseBullet">
    <defName>Bullet_HMG</defName>
    <label>hmg bullet</label>
    <graphicData>
      <texPath>Things/Projectile/Bullet_Big</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>12</damageAmountBase>
      <stoppingPower>2</stoppingPower>
      <speed>55</speed>
    </projectile>
  </ThingDef>
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>Gun_HMG</defName>
    <label>Heavy Machine Gun</label>
    <description>An old heavy machine gun.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/WeaponRanged/LMG</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Interact_Rifle</soundInteract>
    <statBases>
      <WorkToMake>10000</WorkToMake>
      <Mass>4</Mass>
      <AccuracyTouch>0.70</AccuracyTouch>
      <AccuracyShort>0.70</AccuracyShort>
      <AccuracyMedium>0.75</AccuracyMedium>
      <AccuracyLong>0.35</AccuracyLong>
      <RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
      <li>SimpleGun</li>
      <li>HMG</li>
    </weaponTags>
    <costList>
      <Steel>150</Steel>
      <ComponentIndustrial>6</ComponentIndustrial>
    </costList>
    <recipeMaker>
      <skillRequirements>
        <Crafting>5</Crafting>
      </skillRequirements>
    </recipeMaker>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_HMG</defaultProjectile>
        <warmupTime>0.2</warmupTime>
        <range>30</range>
        <soundCast>Shot_Minigun</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
<burstShotCount>10</burstShotCount>
      </li>
    </verbs>
    <tools>
      <li>
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
      <li>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
          <li>Poke</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
    </tools>
  </ThingDef>
</defs>
#4
Quote from: Canute on May 08, 2017, 03:04:15 AM
Noone else reported something similar yet here.
And jecrell need at last the error log.
Enable the developer mode at the option.
Then after you load the colony open the debug log with one of the small icons on top.
With the green button "share logs" you can upload the error log, and you should post the link here.
When you got an red error at the end of the log too, you can copy it at the clipboard with the copy button and post it here too.
That's just the thing, there are no errors- Nothing gets thrown up. Everything is ticking along quite well and normal until the game simply locks up entirely. It doesn't even bother to crash for me.

I've left it running for about two IRL hours to see if anything would happen, but nothing does.
#5
I seem to run into a problem about 2 years after a game begins. In that it simply locks up, and freezes permanently. The lock up seems reminiscent of the lag spike you might get during a raid, but normally the alert sounds goes off when that occurs.

Wondering if anyone else is having this problem. I run quite a few mods, but the issue only started occuring after adding the three Star Wars mods. Happens no matter the speed the game is running at.

Quick attached a list of mods I'm running.

[attachment deleted by admin due to age]
#6
Support / Re: Can't initialize steam API
November 06, 2016, 05:45:47 PM
Update: The Steam API issue seems to have resolved itself, though the 'could not find class faction discovery' error still persists even though I've committed to a supposedly clean install several times over.

EDIT: Managed to sort everything out and get the game working again.
#7
Support / Can't initialize steam API
November 06, 2016, 03:27:02 PM
So just recently I uninstalled the factiondiscovery mod. But clicking the new game button triggered an error related to it even though I had restarted the game.

After restarting a few times, I opt to go for a clean install. Unsubcribe from all mods off the steam workshop, delete the ludeon file in appdata, delete the workshop folder for rimworld and get rid of the steam directory + 'Delete local data' as well. And then finally restart the computer.

Download again, same error. I repeat the process two to three more times until I simply get an error when first starting up that Rimworld couldnt initialize the steam API.

Any help is appreciated.
#8
Mods / Re: Modify how large coastal waters are
November 05, 2016, 09:07:02 AM
I recall there are a minimum of two ocean mods that let you embark on an island, and usbsequently spawn you on some kind of island. Though I'm unaware if they've been updated. I believe one of them had something similar to the bridge mod as well.
#9
Support / Re: Reduce lag from spawn pawn events?
October 09, 2016, 11:04:25 AM
Quote from: nccvoyager on October 09, 2016, 02:38:38 AM
In terms of anything that can be done, by a user, at the level of code we have access to?
Not really, no.
Through optimization from Tynan?
Well, also not really, no.

I would like to ask; what is the CPU you are using?
I am using a decades-old Phenom Tricore, and it takes (at most) 10 seconds for a large raider group to spawn in.
(Around 30 pawns.)
Intel Core i7-6700HQ  @ 2.60 GHz. Not that I have any idea what that actually means.

Assuming that it's not the CPU proper, could it be the computer's heat? My laptop can get fairly warm when it's running.
#10
Support / Reduce lag from spawn pawn events?
October 09, 2016, 01:32:20 AM
Later on, the game becomes practically unplayable simply because it can take entire minutes for a band of visitors to pass through. In normal play, and after the pawns have spawned, everything runs perfectly smoothly.

Is there any conceivable means with which to reduce the amount of lag and locking up it takes to spawn a common raid, trader or passerby?
#11
General Discussion / Re: Tribes Vs. Colonies.
October 06, 2016, 01:01:14 PM
Tribes are supposed to more difficult. That's the point of them.
#12
I can recall a mod added vehicles to the game. Don't fully remember how they worked though. Sometimes pirate raiders would come in on atvs. Think they were mostly used for hauling and traveling long distances on the map.

But yeah, the idea of a eight man raid getting backed up by two technicals (Those trucks with a MG stapled to them) is brilliant.
#13
Maybe the combined effects of the Luciferum, luciferum need (I don't know how the drugs works in the new patch), food poisoning and sleeping sickness reduced some vital stat down below survivable thresholds?

Can't say I've had many strange deaths myself. Most of them are rather straight forward.

IE, there are more bullets in a person than there normally should be. Or someone accidentally went below the minimum reconmended number of hearts a human should have.
#14
Better AI can deal with kill boxes.

Have the pawn automatically attack walls that are in it's way rather than moving around them. Thereby eliminating their effectiveness.


As for mountan bases, perhaps some kind of attack that make use of the temperature system. Or maybe some kind of specialised siege. Perhaps both.

Say, a mortar that launches some kind of burrowing (To ignore the overhead mountain protection) Incendniary explosive, thereby raising temperature so much the pawns will get heatstroke with ease.

Perhaps a rule that would trigger them would be 'Home territory is made up of X% overhead mountain', so that open air colonies don't get such a weird and penultimately innefctive attack against them.
#15
Mods / How to mod year length?
April 15, 2016, 10:42:21 PM
Contrary to what I assume most players think, years fly by for me at a breakneck speed. I'm wondering how (Or if) I can mod year or day length.