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Messages - The_Fallen_One

#1
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
September 09, 2016, 08:54:20 AM
Quote from: BaconBits on September 08, 2016, 04:15:40 PM
Any chance of an A15 update?
The A14 update works but i will add an A15 that will get rid of the version error message people may be having.
#2
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 27, 2016, 04:24:04 AM
Quote from: Deimos Rast on August 26, 2016, 03:59:52 PM
So there is! Probably should have clicked through all the way...
Thanks.
Not a problem
#3
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 26, 2016, 09:33:00 AM
Quote from: Deimos Rast on August 23, 2016, 08:30:29 PM
Does this work with Combat Realism? Those turrets look wicked and I'd love to get them into my game, but I'm concerned the colonist weapons aren't compatible with CR.
Hypothetically, if you didn't want to bother with making a CR patch (assuming it needs one), you could spin off the guns as a separate download, so people like me could at least use the turrets.
Just a thought. Either way, nice work.
;D
There is already a separate download without the guns for people that don't want them. Also the turrets work as far as i'm aware but the guns won't.
#4
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 18, 2016, 11:31:15 AM
Quote from: Wishmaster on August 18, 2016, 11:22:03 AM
There are some issues:

sometime a siege event occurs and the pirates will setup a rocket artillery... without electricity to power it, so it won't work.

Also some pieces look ridiculously OP even if they are really expensive.
Rocket artillery will completely annihilate a raid or a siege with a single salvo because of its explosion radius and accuracy.

Yeah its something i'm working on.
#5
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 18, 2016, 11:30:35 AM
Quote from: Vakturion on August 18, 2016, 07:50:37 AM
Awesome mod, love it.

I was wondering what the difference between shallow and deep bog was?

I can put bog down in a 1x[whatever] line and it slows everyone down great, if I make it a huge 10x10 block it doesn't seem to do anything?

Am I doing something wrong with the bog?

Thanks.

The deeper bog has a greater slowing effect for the first part, but the second part I have no idea why that isn't working. It wasn't designed to be put in large blobs as the raiders would just walk around it if they could so I imagine with a large blob they can just "walk around" it even though it is solid for some reason.
#6
Quote from: WolfKing on July 20, 2016, 04:01:34 PM
Quote from: The_Fallen_One on July 20, 2016, 10:31:29 AM
Quote from: WolfKing on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!

Sorry for the delay it has been too hot around here to safely run my computer but its cooled down a bit. I am working on it now and I am hoping to get it updated as soon as possible.

No worries, hope the heat didn't damage anything. Thanks for the update. Are you working on any other mods for the future?

Nah heat didn't do any damage, the next update is out but it is only a compatability with a few new features, not as many as I had originally intended to put in, which I will be doing soon hopefully.

As for other mods, I do have one in its early stages but it has no real functions at the moment, only research an some half finished textures, will probably stay that way until I get enough free time to get into it properly.
#7
Quote from: WolfKing on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!

Sorry for the delay it has been too hot around here to safely run my computer but its cooled down a bit. I am working on it now and I am hoping to get it updated as soon as possible.
#8
Quote from: Yawinsum on June 13, 2016, 11:35:22 AM
Quote from: The_Fallen_One on June 13, 2016, 08:46:44 AM
Quote from: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.



Roofs collapsing is a standard game mechanic, it happens when the ceiling is unsupported ie. too far away from a wall. To fix this, add small peices of wall periodically to make sure all of the roof is supported. As for the restrict not working, that is something I will look into because I have not noticed this before. I will get back to you when I have a chance to check it out.

I just meant that the bug might be that the Reinforced Walls aren't actually supporting roofs.  I have a mod that tells me the range of support a section of wall gives and when I click on a Reinforced wall it doesn't show anything.

They are coded to support roofs, so unless that mod changes how walls support roofs there shouldn't be a problem. It is likely that this mod affects walls' code in the xml files and adds a range to them, which can be copied if you want to do that, you just need to go into that mods' xml files, find the special effect radius and copy it across onto the reinforced walls code, and then the walls should display the ranges (I would give you some pre-made code to overwrite the normal code but I don't know the support range of the walls).
#9
Quote from: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.

Roofs collapsing is a standard game mechanic, it happens when the ceiling is unsupported ie. too far away from a wall. To fix this, add small peices of wall periodically to make sure all of the roof is supported. As for the restrict not working, that is something I will look into because I have not noticed this before. I will get back to you when I have a chance to check it out.
#10
Quote from: DFC on June 01, 2016, 11:54:55 AM
I tried adding the damage data but it still doesn't seem to work. Rooms are not divided by the doors

I'm guessing you have the same problem as well then?
#11
Quote from: Hexatron on May 27, 2016, 12:41:36 PM
It was exactly that... and they would just walk through them. I did compare it to the doors from the core mod, and i found something else. I added this, and now it seems to work.

What i did was adding the following "damageData" lines in the graphicData area, like the core mod had it with its doors:

    <graphicData>
      <texPath>Things/Building/Door/DoorSimple_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
<damageData>
  <rect>(0,0.1,1,0.8)</rect>
</damageData>
    </graphicData>


That must have been caused by a conflict in some way then because I didn't have any problems with it when I was testing. I'll add this in to make sure that similar problems don't occur in the future.
#12
Quote from: Hexatron on May 26, 2016, 02:54:32 PM
I currently have the problem that mad animals and raiders are just walking through the reinforced doors, as if they are not even there. I have to use the normal doors the game coems with, to prevent any "evil" guys from going through them.

Not sure if this is a bug, of if this problem was caused cause i am using other mods as well? (none of them adds more doors or walls from what i can tell though).

Any pointers or help would be highly appreciated.


When it comes to suggestions: how about some reinforced embrasures to go with all those nice reinforced walls?

I am unsure of what is causing this. It may be that the copy of the mod that you have is corrupted in some way. Try re-downloading the mod to see if it fixes the problem, or make sure the code (get ready for daunting code section) for the door looks something like this (found under def/thindefs_buildings/Buildings fortifications (should be third sub-section)
    <!--========================= Reinforced Doors =============================-->

  <ThingDef ParentName="BuildingBase" Name="ReinDoorBase" Abstract="True">
    <thingClass>Building_Door</thingClass>
    <blueprintClass>Blueprint_Door</blueprintClass>
    <category>Building</category>
    <blueprintGraphicData>
      <texPath>Things/Building/Door/Door_Blueprint</texPath>
    </blueprintGraphicData>
    <altitudeLayer>DoorMoveable</altitudeLayer>
    <fillPercent>1</fillPercent>
    <useHitPoints>true</useHitPoints>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <statBases>
      <MaxHitPoints>1250</MaxHitPoints>
      <Flammability>1.0</Flammability>
    </statBases>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <selectable>true</selectable>
    <tickerType>Normal</tickerType>
    <rotatable>false</rotatable>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Structure</designationCategory>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <drawerType>RealtimeOnly</drawerType>
    <building>
      <soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
      <soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
      <soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
      <soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
      <ignoreNeedsPower>true</ignoreNeedsPower>
      <canPlaceOverWall>true</canPlaceOverWall>
    </building>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
  </ThingDef>



  <ThingDef ParentName="ReinDoorBase">
    <defName>ReinDoor</defName>
    <label>Reinforced door</label>
    <description>Divides rooms. Must be manually opened and closed, which slows people down. This is a heavily fortified version to slow raiders.</description>
    <statBases>
      <WorkToMake>150</WorkToMake>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Door/DoorSimple_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
    <costStuffCount>75</costStuffCount>
    <designationHotKey>Z</designationHotKey>
   <researchPrerequisites><li>Advanced_security</li></researchPrerequisites>
  </ThingDef>


  <ThingDef ParentName="ReinDoorBase">
    <defName>ReinAutodoor</defName>
    <label>Reinforced autodoor</label>
    <description>Divides rooms. Powered operation allows people to move through the door without slowing down. This is a heavily fortified version to slow raiders.</description>
    <statBases>
      <WorkToMake>2100</WorkToMake>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Door/Autodoor_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <uiIconPath>Things/Building/Door/Autodoor_MenuIcon</uiIconPath>
    <costList>
      <Steel>80</Steel>
    </costList>
    <costStuffCount>75</costStuffCount>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>100</basePowerConsumption>
      </li>
    </comps>
    <designationHotKey>C</designationHotKey>
   <researchPrerequisites><li>Advanced_security</li></researchPrerequisites>
  </ThingDef>


If this doesn't help you might have to look into any ways mods could be conflicting but I find it unlikely that there would be a conflict if the aren't using custom doors. If you are still having problems feel free to ask me for help.

As for the embrasures, they are being released in the next update already as long as everything goes to plan.
#13
Quote from: w00d on April 20, 2016, 11:36:28 AM
HI tfo

I was able to DL it with Chrome, unclear why Firefox did nto like it, we have the same ad blockers on both browsers, am a paid premium user for Nexus mods etc /shrug

cheers, thanks for the mod , looking forward to your additions

No problem glad I could help
#14
Quote from: w00d on April 20, 2016, 12:23:50 AM
Quote from: The_Fallen_One on April 11, 2016, 11:21:43 AM
Quote from: w00d on April 10, 2016, 08:56:31 PM
Link on first page does not work, clicking on it sends you to the Description page. Navigating abit and trying to dl from nexus even with an account, it does not download

The manual download button is in the middle - top right in green and you can also find the download under the file section with the older versions if you wish to use them.

none of them work , clicking on the manual download gives me a white page with your description

clicking on the file checking gives me this page as well

http://www.nexusmods.com/rimworld/ajax/moddescription/?id=104&preview=
This looks like it might be a bug with your computer/internet browser. Make sure that you have web scripting turned on and if that doesn't work would you mind letting me know what internet browser you are using as I might have an idea of finding out what is actually happening. I can view that page so I imagine that you are being directed to the wrong place.
#15
Quote from: GuesUserNameGUN on April 16, 2016, 06:11:59 AM
Quote from: The_Fallen_One on April 11, 2016, 04:45:30 PM
Quote from: FrankDrebin on April 11, 2016, 02:15:01 PM
Suggestion: I would love a feature that is already at some furniture, "reinstall at", could relocate turret(s) as want, without deconstructing it and losing some of materials.

A13 took out a few features from how the turrets can receive player command (they no longer can receive targeting) and I was planning on re-adding that feature and possibly look into other features that I could add along side, and I think that would be quite useful so I will have a go at doing it.
if you re-add that feature, it needs a nerf. maybe add some research to do it, or maybe you could do it like a colonist has to operate a building for you to do it?

The auto-aim feature will probably only be on more advanced turrets that can be justified in having their own auto-targeting system.