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Messages - Adalah217

#1
Quote from: Mystikvm on September 14, 2018, 06:20:43 AM
-snip-

Ah! I was just about to do the same thing. Glad I checked. Thanks for the update!
#2
I've made an initial pass at updating this mod here: https://github.com/adamjl217/ArmoryEnhanced

Needs to be tested, but on the surface, everything appears to be okay
#3
Just want to give a shout out and let you know this mod is fantastic! Wish I could the heatmap on all the time, but as others have said, opacity is an issue.
#4
Quote from: AtomicRavioli on July 15, 2017, 10:03:54 AM
I've got changes for the generators for next update, they are still going to passively make power (at smaller amounts). But, thanks to Chjess, there will be psionic fields on the map that if you place the generators within, they produce more power. Also their recipes have been tweaked.

Other changes will be replacing the synthesizers, more buildings, and hopefully I can get in some more late-game weapons too.

Interesting! I love it! I'm assuming this means the update will require a new map to work. I'm also curious if they have a graphical representation or if it's more like a temperature thing.

As far as buildings, if you were looking for ideas: a crystal lamp or a chandelier would be cool. And I'm not sure if this already exists or not, but the ability to make sculptures out of crystal.
#5
Quote from: AtomicRavioli on July 11, 2017, 12:54:21 PM
They don't require a resource to run, and you can hide them away indoors. Space becomes the only real downside later down the line as well, when generating crystal from synthesizers leaves only the steel and component cost.

I like the naming idea, since real crystal is piezoelectric after all.

The generators explode with psionic energy when they break too, lol.


Either way with the power generation, it is the first iteration. I am exploring options to make psionics a resource to power generation and create variable amounts of power from it.


Shard weapons? They are balanced to be around the same power as mid game vanilla. (Orassan weapons seem to be balanced to be beyond vanilla). Shard weapons are bullet hoses that deal kinda low damage. The psionic rifle you can build though deals psionic burning damage, which ignores sharp armor (unlike bullets).

Personally, I think the current generator is still a little overpowered for the resources required to run it. I think it'd be a great idea to have psionics power it somehow. The easiest way would have psionic be a job skill and just have them work at *something* to produce a fuel to run it, but of course another job skill might weigh down the mod with too many features. Another way might be to have an additional medical percentage, and while regular colonists have ~0% without the additional body part, crystals could have up to 100%, which is of course affects the speed of the job.

Overall, I really appreciate the attention to detail! I think this mod is fairly well balanced overall. I use it with combat extended despite the lack of a patch and just hand wave the fact that crystal weapons dont require ammo as a part of the lore :D
#6
Quote from: PixelBitZombie on July 06, 2017, 01:26:12 AM
I have the required mod, plus many more mods added. No errors or anything, when in EDB menu, I can't save presets and can't generate worlds after I'm done. It crashes to main menu and thats it.

I realize it's a lot. I've taken out Cybernetics and nothing. The only thing I didn't try was taking out Harvest Everything. I don't think that is the cause though. I kinda wanna try this mod but I'm just stuck on trying to figure out what this mod isn't playing nice with.

It's probably ChildrenAndPregnancy.
#7
Quote from: SpaceDorf on July 05, 2017, 03:40:43 AM
AFAIK the difference between Rah and EPOE are some recepies and some implants.
The Bodymodel is the same since Rah based his mod on EPOE.

So there should be no real problems in general.

The better question is Birds and Bees :)

Yeah I figured it would work out, but it took like 0 time to test it to make sure nothing else funky would come up. A patch would involve replacing the research and either adding back in the extra organ stuff or producing a version of this disease mod that doesn't rely on them.

Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
@Adalah217:
And maybe split this mod in two parts (which I considered already after this mod grow bigger and bigger - but I was too lazy), so the additional bodyparts section o this mod could be available in two versions. A EPOE and a Rahs version.

That'd be great! The additional bodyparts is what causes so many conflicts.

Quote from: PhileasFogg on July 05, 2017, 06:18:27 AM
If I had some knowledge about C#, I would even integrate my mod a bit into Psychology - but when I studied informatics, there wasn't even such thing as object-oriented programming. And, as life goes, I later never used me acquired skills. So they are nothing more then rudimentary.
BTW: If somebody happens to know some good tutorials regarding C#, I would be very thankful.

You really only need a basic understanding of C# to fill in the gaps for writing .dll's here, unless you want to get wild with it. If you're writing these long XMLs, you can probably figure out C with a bit of googling too.
There's a good tutorial for Rimworld modding here: https://ludeon.com/forums/index.php?topic=3408.0
The github page has all the details. It's always the setting up of the IDE that I hate. I use VisualStudio, but it has a ton of extra features that I'll never use that get in the way.
As for OOP, you can always do https://www.codecademy.com/ to get a better feel for it.

Good luck!
#8
I love it! Tons of new content! Can't use this mod though, as I use Rah's Bionics and Surgery Expansion, but I can understand why you choose EPOE.

Edit: quick note, saw your post above, and I'll see if it's compatible. As far as I'm aware, Rah and EPOE uses a lot of the same hooks, so it's possible.

My biggest complaint is the grammatical and spelling errors (incurable instead uncurable, sideeffects being one word, Immediatly, and a few others).

On a content level, I think I would feel better if most (if not all) diseases could be cured with Luciferium or an extremely skilled doctor with glitterworld medicine. For example, hyperthyroidism. This can be treated with modern medicine today in real life, and even 'cured'. I think it would be interesting if you actually left some diseases incurable though, like a coma or Bardel's, so a doctor wouldn't be able to solve all the world's problems anyways.

Overall, well developed mod :D

edit2: Oh and you're the person that updated DTC's mods for A17! Thanks for that! Not sure how much effort it took, but I appreciate you looking into it. I may or may not throw out a compatibility patch for combat extended, similar to the patch I made for combat realism. We'll see :P

edit3: Tried with Rah's. Quite a few errors, such as

"Could not resolve cross-reference: No Verse.ThingDef named SurrogateLung found to give to Verse.HediffDef SurrogateLung"

Which is obvious, as well as

"Could not resolve cross-reference: No Verse.ResearchProjectDef named BrainSurgery found to give to Verse.RecipeDef InstallConstructorCore"

Easy fixes, but would require a patch to get Rah's to work here. However, the game does run with both installed on a new map. This is in addition to Combat Extended, but I didn't sift through all the errors, so there might be more problems I didn't immediately spot.
#9
Quote from: Alistaire on June 28, 2017, 02:29:24 PM
Fragment range has been nerfed in CE 1.2 and minimum distance has been added in CE 1.3. Are you sure you are using the latest CE version?

I was using the one on steam. Thanks for pushing it to the workshop now though!
#10
Just to bring up the grenade issue again: it's impossible to avoid being hit by fragments from a frag grenade in an open field in the game, and it's been established that is on purpose. But even in cover, I am still being hit by fragments because of the timer cooldown after throwing the grenade. The colonist is still looking at the damn thing after throwing it.

Suggestion: decrease the weapon cooldown from grenades (which might result in AI that just spams grenades; kinda funny if that's what happens, but I guess a guy running into battle with only grenades might do just that).
Or: decrease the amount of shrapnel, increase the distance thrown, increase time taken after being thrown to explode.

As it is, there's no point to frag grenades IMO. I've not been in a situation where it would be useful in battle.

Edit: after some quick testing, it's possible to avoid the fragments behind solid walls thrown directly straight ahead. I was behind smaller cover, like trees etc. Still feels wrong though.
#11
Quote from: DariusWolfe on May 08, 2017, 11:24:15 AM
Since Nandonalt has now stated that he's taking a break, A17 updates may take a while. I'm going to try out some of the mods that I've got when I get home, and see if they work/break the game. I'll report back; It's possible that (at least some of) the mods will work fine; I've been able to use Skullywag's lighting mod without problems so far.

Any luck with this mod? Have you tried it at all?
#12
Quote from: ArthoriusBalen on February 08, 2017, 07:17:56 PM
Hey Adalah217! Thanks for the quick response!
Just wanted to let you know that i found the op bug that I was referring to the gauss pistol
The ammo for the pistol was set to: <ammoSet>AmmoSet_Magnetic_Cannon</ammoSet>
So i changet it to: <ammoSet>AmmoSet_Magnetic_Light</ammoSet>
So the gauss pistol was indeed shooting an op bullet damage haha ;D

Oh snap! Thanks!
#13
Quote from: ArthoriusBalen on February 08, 2017, 03:29:20 PM
Hi Adalah217!
Do you have plans to update the CR patch? the gauss weapons in the current version are a bit broken/op, like all the gauss weapons using the medium magnetic ammo, and the gauss pistol just obliterating everything in its path!
I dont know where to post this, so i post it right here since its about the CR patch!
But anyway thank you very much for taking your time to do this patch!
I hope to hear from you soon!  ;D

Ah! That's the balance issue I was referring to. There's really no good solution to this. I mean, every gun in CR is very powerful already, so a higher tier above ballistics is going to be OP.

I don't plan on updating anytime soon, but if you want a fix sooner rather than later, you could change the damage done in XML. If you don't know how, I can provide a readme.
#14
Quote from: hoffmale on February 08, 2017, 02:46:44 PM
From my experience as programmer (and modder/player), a fast iteration cycle is usually beneficial for both player and developer.

Players get to play less buggy versions of your game faster and have more time to learn new mechanics without being overwhelmed by other new stuff.

Developers get faster bug reports (which can usually be fixed faster, since the relevant code is still fresh in memory) and continuous feedback that gives early warnings when steering into a wrong direction.

However, it puts more work onto modders as the game (and very likely modding interfaces) also change more often. One can try to give some basic consistency guarantees (like semantic versioning tries to), but even then mods will have to be re-tested and sometimes bug-fixed even for small additions.

There is no "best of all worlds" solution to this problem (sadly!). I really don't envy Tynan for having to choose this :/

If it really is just some additional content, most mods will have no problem with it. I think spreading out the releases into 17 and 18 will ultimately be better for modders as they will be able to see the optimizations (which really break mods) earlier rather than later, and then updating for content won't be too much of a problem.
#15
Outdated / Re: [A16] Extended Weaponry V1.0.1
January 23, 2017, 01:04:06 PM
Awesome textures!! If I didn't already have DTC's weapon pack installed, I would use this pack!

Also, it should be very easy to make a combat realism patch. Just add bulk, mass, ammoset, and some verb stuff for the weapons, as well as projectile information and ammo thingdefs and you're set.