This mod won't be updated because something very similar - but way better - has been added to the base game in a18
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#2
Unfinished / Re: [A17] Real Fog of War (v0.1.25 RC - 15-07-2017)
July 28, 2017, 11:59:59 PM
This looks fantastic, is there much left to do before release?
#3
Bugs / Re: Indoor Steam Geyser
July 27, 2017, 12:32:07 AM
I tried to reproduce and failed.
Still indoors
- Mine out an area in a mountain and seal off with walls/door
- Dev place a geyser
- Build a geothermal on it
Still indoors
#4
Bugs / Siege builder using map steel instead of their dropped steel
July 27, 2017, 12:10:17 AM
Saw this in Disnof stream today, it's a heavily modded playthrough though so I really don't know if it's an issue with the core.
https://www.twitch.tv/videos/162207217?t=6h11m40s
A builder tries to get steel from a mined vein to the north instead of using steel dropped in pods. Sadly the camera wasn't on the siege at the time so we can't see anything useful.
I poked around the code and didn't find a method for construction specifically for sieges. Some pawns get assigned as builders then they use normal colonist methods for getting resources and building. Perhaps sieges should use a method that looks for resources within a radius of the siege point and requests more resources if it doesn't find any.
https://www.twitch.tv/videos/162207217?t=6h11m40s
A builder tries to get steel from a mined vein to the north instead of using steel dropped in pods. Sadly the camera wasn't on the siege at the time so we can't see anything useful.
I poked around the code and didn't find a method for construction specifically for sieges. Some pawns get assigned as builders then they use normal colonist methods for getting resources and building. Perhaps sieges should use a method that looks for resources within a radius of the siege point and requests more resources if it doesn't find any.
#5
Bugs / Re: Enemies teleport when stacked up in a choke point
July 26, 2017, 11:40:38 PM
There are some options here.
- Don't let them stack ever
- Always let them stack except when stationary
- Increase the distance from the player's base that the check happens
- Make the stacked enemies stop when they enter the range and then proceed one at a time until they are unstacked
- Introduce a pathfinding system that can handle groups instead of only individuals
- The chain reaction thing
#6
Bugs / Enemies teleport when stacked up in a choke point
July 21, 2017, 12:18:12 AM
https://clips.twitch.tv/CredulousBigClintBudStar
I ran a search and this has been marked as fixed in the past but it seems not to be.
I ran a search and this has been marked as fixed in the past but it seems not to be.
#7
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 09:20:19 AM
It seems the website does not support HTTPS?
#8
Outdated / Re: [A16][MODLIST] Performance mods and other smaller mods
April 14, 2017, 12:50:22 AM
Thanks. So you made a special case for pawn deaths that does a custom beepboop and then prevented all normal beepboops.
I went in a different direction. I modified the Message method to check where it came from and play custom sounds based on the origin.
https://github.com/lost-RD/BeepBoop if you want to take a look
I went in a different direction. I modified the Message method to check where it came from and play custom sounds based on the origin.
https://github.com/lost-RD/BeepBoop if you want to take a look
#9
Outdated / Re: [A16][MODLIST] Performance mods and other smaller mods
April 13, 2017, 10:32:29 AM
Hook me up with the source to Less BeepBoop, I'm working on something similar and want to see if I can keep it compatible with yours
#10
General Discussion / Re: Official: New content in progress for Alpha 17
April 11, 2017, 12:04:40 AMQuote from: Greep on April 10, 2017, 09:57:26 PM
I'm pretty sure it's not that people don't want to wait, so much as having combined several thousand manhours in various modders' time eaten up in updates
As a modder, I would rather do small updates more often than be stuck with a huge update that I have to slog through, so personally I would rather a performance update followed by a content update. I welcome the opinions of other modders on this issue though.
#11
General Discussion / Re: Official: New content in progress for Alpha 17
April 10, 2017, 09:52:32 PM
It worries me that the community is so averse to updates that don't provide content.
Modders can add content pretty easily but it's more difficult for modders to fix bugs, change AI flaws and make performance improvements.
The early game doesn't suffer from these issues but late game is full of them.
Modders can add content pretty easily but it's more difficult for modders to fix bugs, change AI flaws and make performance improvements.
The early game doesn't suffer from these issues but late game is full of them.
#12
Outdated / [A17] OPAL: Orbital Peace Assurance Laser
April 10, 2017, 12:36:54 PMGot a manhunter problem that won't go away? A siege that is wrecking your shit? A psychic ship you can't get near? You need OPAL! For a modest* fee, our satellite will position itself above any target you choose and beam down pure energy until the problem is solved**. Contact OPAL to see if we service your Rim.
* 10,000 silver per use
** 10-20 seconds only
OPAL is a satellite that orbits your rimworld and every now and then it will come in range of your comms console. Buy a use of OPAL's laser and you will be given a laser guidance device. In a time of great need, deploy the laser and watch your foes be vaporised! You only get one use per purchase though so use it wisely.
Thanks to the Industrialization mod, originally developed my eatKenny and currently maintained by duduluu, for their skydriller code, without which this mod would not have been possible.
This mod was designed with modded storytellers in mind, such as Pandora Dark by Britnoth. For vanilla gameplay, it might be a bit overpowered, although it is very expensive to compensate. For Pandora, however, the concept of overpowered is meaningless. This is because the difficulty increases exponentially, which means that adding 10,000 to your wealth might add 3 raiders to the next, then adding 10,000 more might add 6 more raiders. The result is that something overpowered in the early game becomes merely average in the middle game and underwhelming in the late game. Modded storytellers allow us to go past the late game stage into something I'll call the late-late game and vanilla content does not keep up. When you're facing a horde of 5000 manhunter wargs, you'll be glad OPAL has your back.
Updated to A17!
#13
Releases / Re: [A16] Impassable Map Maker
April 04, 2017, 03:19:10 AM
Interesting idea. Have you reached late game in your testing?
#14
Unfinished / Re: [WIP] Britnoth's experiments thus far
April 03, 2017, 02:16:54 AM
Hey Brit,
Disnof is doing a lag colony with Pandora, up to Summer of 5504 with 50 colonists, and sieges are broken.
https://clips.twitch.tv/SilkyTallHerringHeyGirl
The way we think it could be fixed is if sieges expanded with raid size.
https://clips.twitch.tv/DarkCorrectSnakeTriHard
Disnof is doing a lag colony with Pandora, up to Summer of 5504 with 50 colonists, and sieges are broken.
https://clips.twitch.tv/SilkyTallHerringHeyGirl
The way we think it could be fixed is if sieges expanded with raid size.
https://clips.twitch.tv/DarkCorrectSnakeTriHard
#15
Outdated / Re: [A15] TwitchBot (1.0.4 9/29/16) - An integrated Twitch Bot
February 28, 2017, 02:59:33 AM
I would like to add to this mod. Is the source open?