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Messages - TrueDestroyer

#1
Mods / Re: Want to see YOUR mod in RimWorld?
January 26, 2017, 04:33:43 PM
From my mods for A15 (update soon!) I recommend to put in game (or a part of these, in some other form):
"wolf and fox comfortable temperature fixes" - change to literally 5-6 numbers in one xml file.

"double sleeping spot" - adds slightly changed duplicate of literally 10-15 lines in one xml file.

There's also some fixes that actually overwrite in game content, like "cloth sandbags" (instead of steel), "vitals monitor cost fix".

When it comes to art description content I have a mod that does it "Additional art descriptions and name generator options", that basically doubles the content. It's in english only. I'm sure around 80% of it's content is ready to be copy and pasted into game xmls anytime.

For details, click True Mods in my signature.

I got a list of other people's mods there, but obviously it was removed as they weren't mine, so instead I messaged all mod owners from this list and encouraged to post there, hope they'll do it, as there's tons of vanilla friendly mods that feel like they should be in game. I'm glad stonecutting tweaks is in game now! One mod from the list that made it.

#2
Thank Developers Stonecuttng Tweaks is in vanilla! I had this list of best vanilla friendly mods that should be part of the game, and this mod was there for a long time.

There's even a sticky thread on 'mods' section that goes by "suggest your mod to be included in game!". I posted this list there but obviously it was deleted by a moderator, as I posted someone elses mods (the list was backed up by months of research for vanilla friendly mods, and tons of reddit upvotes in several threads). Since my list has been deleted I'm encouraging every relevant mod owner to post his best mods in that thread, and I was about to write you a PM;)



#3
Mods / Rimworld on steam and mods from this forum
January 21, 2017, 03:00:41 PM
Can users of steam version install mods acquired outside steam workshop?
#4
Thanks for all kind words here, and on my youtube channel, I don't really deserve it:) Just took a quick look here on this thread, and wow:) I'm really overwhelmed by how you all miss my mods:)  Sorry to keep you waiting, I had some work (exams, university projects - I study robotics), also there were other issues that made me stop playing some months ago, as it didn't feel right to continue doing so with the choices I made...

Let's just say that now I see that to give it all up was not a good option either, as it didn't fix a single thing, and I can't forget about this darn game and the honest work that Tynan puts into it, and the community here and on reddit. Now I know that instead I need to change something, one simple thing and everything will be in place, also untill I do it I don't deserve any of your kind words.

Uh, long story short, I'm getting A16 (and a in game name!) as soon as I finish my exams. I totally want to see A16, and support Rimworld as it deserves it. I'm really sorry for not doing this earlier. This means that my updated mods will probably appear on steam workshop too! (need to get steam account first xD).
#5
Actually, this thing with separate speeds for different worktypes is a great idea - i just put the generic workspeed to avoid tons of different coefficients listed in description, but it could use some tweaking and I see now it can be exploited towards researching at excessive speed, which was mostly unintended. I'll fix it as yo suggested in the next update, but this one will be probably for A16, if ever:)
Also, It's not a spacer armor like powered armor - it's industrial level technology, and uses only steel and components to be crafted:)! (You found a bug - yes, it was spacer, fixed now, check bottom of the post:d)
To compensate this, the speed debuff is huge, and if you leave a regular colonist in it for several days his mood will suffer, and it's intended. This promotes static jobs like drilling or crafting (or research, which was not 100% intended). It should not be a regular suit, but more like occassional "tool" - therefore it is optional, and one can have situations where they are a must have (like having a dedicated miner or crafter, tons of mining drills on map etc), or just plain useless through the entire playthrough (you would just sell these to traders then all the time).
The speed debuff has also another role - you can say outright which pawn has the armor by the way they move and behave, same with the enemies wearing those - in regular raids they will intentionally be left behind, so one raid may result in several attacking waves of enemies, and you may reconsider your tactics agains these heavily armored enemies.

I've always felt that the movement debuff is huge, but when I see the cost to craft one I just fear, that reducing this debuff will make it a default choice suit for every pawn in every colony, whereas it's a harsh game, and I wouldn't like to make it too easy. I'll look at it again. I could rise the research points and steel cost to make one, while lowering the debuff by 25-30%. I tested it, and then this exoskeleton becomes kind of boring. So I decided that big speed debuff will be a characteristic feature for this one, and low cost will encourage people to think of clever applications for maximum productivity (not 100% intended for research grinding though XD).
I tested different cost/workspeed/movement speed ratios but this one gives this kind of thoughts (I hope):
"oh it's a work enhancing exoskeleton made with just steel and little components! Ah but I see it's not spacer tech so when it comes to movement it will basically almost incapacitate my colonist if he wears it, what should I do... Maybe I should just wait till a raider drops one, or till I could research Powered Armors? Or maybe my jogger guy with bionic legs will handle one just fine? Shall I research it now? I also have this pawn that is superior only with mining and he works around one area all the time, not moving around that much, as he sleeps by the drill... Oh man I wish I could just have powered armors, but I guess It'll take some more years till I'll be able to craft one. This flawed industrial technology must suffice for now."

So it's not spacer and it is supposed to be "meh" in some cases, and players should prefer Powered Armors over this. (It's actually around 5-6 times cheaper than Powered Armor if I recall correctly).
I still feel like it may be useful in some cases (to be scavenged from raider corpses and sold, while diversyfying raids, to be used when mining with drills or mass manufacturing; I wish 'or hauling tons of stuff at once' would be there, but game simply won't allow this at this state).

Thanks for feedback!:) I'm glad you enjoy my mods:)

EDIT: OMG I just checked it just to be sure, and well - Heavy exoskeletons were supposed to be industrial level research, not spacer. I'm updating it now, sorry. This will be a silent update:) changing one line in ResearchProjectDefs\Exoskeletons.xml , line 24 "Spacer" to "Industrial".
Thanks for pointing this out! I though that you mixed something up and it turns out I messed up.

Edit: It's updated now:) Haha so I guess it's balanced as intended now?:)
#6
Nah, it's just vanilla game, and I rearranged the bonuses some time ago to compensate for this (less capacity buff, more workspeed buff).
It will add up though if your colonist can somehow (due to some disability) haul less than 75. Also, notice how butchers can haul hundreds of meat at once regardless, even in unmodded game. This is just base game issues.
#7
It's probably about art descriptions mod, you should play without it, sorry. Not sure how other mods will behave if you use translated version.
#8
Quote from: Dingo on October 19, 2016, 11:36:20 AM
You also don't need "very" as it is generally not a high-quality way to describe things.
yep I agree, but "very" before some words like "static" and "dynamic" is in the base game and I don't want to delete it...

Quote from: Dingo on October 19, 2016, 11:36:20 AM
I think "everything is so [adjective] and [composition], that it is hard to notice the main subject" would be the most straight-forward, cleanest way to structure this specific phrase.
Ok, I've put it like this in xml file, currently I'm preparing stuff for upload.
#9
I thought I was right, but actually you might be right.
What about "everything is so *adjective* and *very dynamic/circular*, that it is hard to notice the main subject".
Notice the lack of "so" again. - I'm just doing all this cause I believe that "so very dynamic" is meh, while maybe its ok.

Also, new update is coming soon.
#10
Quote from: Canute on October 19, 2016, 06:10:10 AM
The hvy industrial exo give +85 carry cap., the info on the pawn show 192 total carry cap.
But when he goint to gather mats to craft an appearal with 150 mats, he still runs 2 times. Same happen when he haul stuff to the stockpile.
Ok the hauling to the stockpile is gamemechanic, he allways just take that much to fill the existing field to the max. cap.
BUT, when you butcher something that give more then 75 meat, the pawn carry all the meat to the stockpile and split it on different field.
It is possible to adapt that feature ? Otherside the extra carry cap. is pretty pointless for healthy pawn.

I see it now. Note that when creature gives like 400 units of food, the butcher still can carry it, even without exoskeleton. This is, sadly, not adoptable as far as I can tell. I will change the ratios between work speed (+), carrying capacity (-) and movement speed decrease (faster movement), and maybe even cost and value on this one.
#11
The new tracks are amazing. Actually I'm listening to some of your music outside game!:)
#12
Now it will be like "everything is circular and simultaneously so *adjective*, that it is hard to notice the main subject". Should sound a bit better I guess.

Edit on 17.10.2016: There has been a bug with furnace, I forgot to assign workgivers, download "Light and heat sources" again if you used it (single file, or merged pack with all mods - i updated it everywhere) to be able to cook meals. 100% Save compatible. Sorry, just noticed and fixed it.
#13
Quote from: Dingo on October 16, 2016, 05:55:55 AM
I tried to make improvements to your art description mod, fixing some grammar issues and making some sentences more sensible in terms of structure.

Attached a RulePackDefs zip to this post.

I''ve included your stuff, merging it with my code and double checking everything. Typos, lacks of articles, wrong word order - fixed. Most went through as you suggested it.
There are some changes that won't be put in place as you proposed, eg. I wont change 'everything is so [composition] and so [artstyle_adj], that (...)' to 'everything is so [composition] and so [artstyle_adj], that (...)' - It was that by default, but I changed it because there's a chance to roll "very static" and "very dynamic" on composition and it would look weird. Changed it to "and simultaneously so". Also the excess of new lines was used mostly to divide the vanilla content from new content.

Quote from: Canute on October 16, 2016, 05:37:49 AM
Then just change the description, from manipulation into weapon handling :-)
Done.

Both these, minor exoskeleton desc fix and art descriptions fixes by Dingo will be in a silent update - I'll simply upload these files fixed in several minutes.
#14
Military one increases your manipulation when wielding weapons, stabilising your aim and helps you with recoil and keeping weapon on target, designed to work with variety of weapons and simply slightly aiming them for you based on military software analyzing the situation- giving bonuses to accuracy. This bonus is not overpowered and rather small, but noticeable. Additionally to compensate that, it has better armor or hp than the other version. It's not designed to help you work though, and wearing these without using a gun the user is rather clumsy. The industrial version is great when it comes to do work related tasks, like construction or usage of complex items, with tools and micro manipulation, and carrying capacity bonus, but is not designed to stabilize your aim in combat situations (like the combat version), and you can notice a huge accuracy debuff on that one. The user has problems to hold and aim weapons properly, and there's no additional aid in pointing them at distant targets. I know it gives huge bonus to global workspeed, but honestly, wearing this all day you won't get much stuff done without planning anyway (huge movement speed debuff). So, it's all intended:)
#15
There's been a new update: Fixing Neolithic tribes being able to build tool cabinets and billiard tables and much more advanced stuff from day one. Adding a log wall from older game versions. Adding a nice and versatile furnace to help you survive with something other than a fireplace. Also fixes to lamps, and a new small lamp. And last but not least, a plasteel reinforced power conduit - requires research, lategame. Just more hp and work to make. More info in the main post (snapshots included).

Fixed the first post layout to be more friendly.
If it turns out that there are no bugs and issues with new content, I'll probably take a break form releasing mods, and in the future release content on much slower pace than before.