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Messages - Deimos Rast

Pages: [1] 2 3 ... 16
1
Releases / Re: [A15] Rimsenal v0.72 : Season of the hunters
« on: September 15, 2016, 09:02:19 PM »
I'm back from Mordor with the r...erm, patch notes. Didn't check Hair mod or Storyteller mod.
TLDR Version:
Everything got a big boost to WorkToMake (probably because of my post so you can blame me for this one :P)
Greydale stuff nerfed
Kinetic stuff buffed
Suppressor thinger suppresses now
Might have fixed feral hoods problem
Changed all preview pictures

@rooki1 your grenade fix was incomplete - you missed the opening bracket typo "<explosionRadius >". Also, did you mean to remove WorkToMake entirely from the Fed Jumpsuit?
I think it's really encouraging how you listen to feedback, by the way. Thank you. :)

The exhaustive patch notes, from 0.71 to 0.72.
Code: [Select]
====================== v0.72 ======================
Rimsenal: Core
- Changed preview picture
- Carbon Suit WorkToMake increased from 14,200 to 64,200
- TacVest WorkToMake increased from 15,000 to 75,000
- TacHelmet WorkToMake increased from 12,000 to 32,000
- Exoframe WorkToMake increased from 18,000 to 98,000
- Laconian Pioneer Armor WorkToMake increased from 35,000 to 105,000
- Laconian Pioneer Helmet WorkToMake increased from 18,000 to 30,000
- Drop Suit WorkToMake increased from 42,000 to 172,000
- Drop Suit Helmet WorkToMake increased from 19,000 to 49,000
- Nerve Suit WorkToMake increased from 40,000 to 110,000
- Nerve Suit Helmet WorkToMake increased from 18,000 to 39,000
- Bjorn Armor WorkToMake increased from 44,000 to 174,000
- Bjorn Helmet WorkToMake increased from 21,000 to 41,000
- Nemesis Armor WorkToMake increased from 41,000 to 161,000
- Nemesis Helmet WorkToMake increased from 18,900 to 38,900
- Lynx Pistol WorkToMake increased from 8,000 to 42,000
- GRC Carbine WorkToMake increased from 12,000 to 110,000
- GRC Carbine CoolDown increased from 0.6 to 0.65
- GRC Carbine WarmUp increased from 85 to 95
- GRC Carbine range increased from 28 50 29
- GRC Carbine BetweenBursts increased from 5 to 8
- GRM Marksman Rifle WorkToMake increased from 15,000 to 130,000
- GRS Support Machine Gun WorkToMake increased from 15,000 to 130,000
- GRS Support Machine Gun CoolDown decreased from 2.1 to 1.95
- GRS Support Machine Gun BurstCount decreased from 12 to 8
- GRS Support Machine Gun BetweenBursts increased from 5 to 12
- Jaguar Grenade Launcher WorkToMake increased from 19,000 to 120,000
- Caracal HV SMG WorkToMake increased from 14,000 to 59,000
- Hrunting Molten Rifle WorkToMake increased from 20,500 to 120,500
- Trollsverd Molten Pistol WorkToMake increased from 10,500 to 50,500
- Fafnir Siege Shotgun WorkToMake increased from 20,500 to 120,500
- Gramr AMR WorkToMake increased from 30,500 to 130,500
- Grendel Siege Gun WorkToMake increased from 60,500 to 160,500
- Muspell Suppressor Cannon WorkToMake increased from 22,500 to 122,500
- Muspell Suppressor Cannon Cooldown increased from 0.2 to 0.6
- Muspell Suppressor Cannon WarmUp increased from 18 to 36
- Muspell Suppressor Cannon BurstCount of 4 added
- Muspell Suppressor Cannon BetweenBursts of 12 added
- Muspell Suppressor Cannon ForcedMiss of 1.5 added
- All Grenades: partially fixed typo in "<explosionRadius >".
- Kinetic Rifle WorkToMake increased from 20,800 to 120,800
- Kinetic Rifle WarmupTicks decreased from 61 to 59
- Kinetic Rifle Range increased from 27 to 28
- Kinetic Rifle BurstCount increased from 1 to 2
- Kinetic Rifle BetweenBursts of 10 added
- Kinetic Pistol damage increased from 6 to 8
- Kinetic Pistol Warmup decreased from 70 to 59
- Kinetic Pistol WorkToMake increased from 17,800 to 47,800
- Thudd Gun damage increased from 5 to 10
- Thudd Gun WorkToMake increased from 26,800 to 126,800
- Kinetic Long Rifle damage increased from 22 to 28.
- Kinetic Long Rifle WorkToMake increased from 26,800 to 126,800
- Storm Cannon damage increased from 5 to 10.
- Storm Cannon WorkToMake increased from 35,800 to 155,800
- Shard Rifle WorkToMake increased from  20,500 to 120,500
- Swarmer WorkToMake increased from  25,500 to 125,500
- Spike Rifle WorkToMake increased from 35,500 to 135,500
- Shard Pistols WorkToMake increased from  20,500 to 120,500
- Microwave Emitter WorkToMake increased from 25,000 to 125,000

Rimsenal: Federation
- Changed preview picture
- Fed Jumpsuit marketvalue reduced (800 > 100) and WorkToMake value removed entirely
- Riot Gear WorkToMake increased from 39,000 to 159,000.
- Riot Gear Helmet WorkToMake increased from 18,000 to 32,000.
- Marksman Gear WorkToMake increased from 39,000 to 119,000.
- Marksman Gear Helmet WorkToMake increased from 18,000 to 38,000.
- Crucible Rifle WorkToMake increased from 20,500 to 120,500.
- Crucible Pistol WorkToMake increased from 10,500 to 50,500.
- Heat Cannon WorkToMake increased from 50,500 to 150,500.
- Crucible Precision Rifle WorkToMake increased from 40,500 to 140,500.
- Plasma Caster projectile speed reduced (5 > 4) and damage reduced (25 > 15)
- Plasma Caster WorkToMake increased from 50,500 to 150,500.
- Plasma Caster Range decreased from 25 to 20.
- Plasma Caster burst count reduced from 3 to 2.

Rimsenal: Feral
- Changed preview picture
- added "menuHidden = true" to all Feral hoods
- decreased meat and leather amount of Ogre (by ~half)

Rimsenal: Security
- Changed preview picture

2
Outdated / Re: [A15] Furniture - goodnight
« on: September 15, 2016, 06:56:20 PM »
with a heart shaped bed and mood lighting like that, I'm surprised those are Zzz's above their heads. ;D

Also, since you seem to be tearing it up and cranking out the content, maybe have a single thread that has links to all your other threads. Alternatively, you could have a mega thread with everything in it. The first would cut down on work for the user, the second on work for you. Or something. Just a suggestion. ;)

3
Releases / Re: [A15] Chemicals extraction & Neutroamine crafting
« on: September 15, 2016, 06:52:13 PM »
this is in a word: brilliant.
Do you have any plans to expand the mod further, or is it just a one and done type thing?
Eitherway, very nicely done.
I would mention in the op that this probably isn't compatible with anything that touches the boomer races defs.

4
looks like a solid offering. maybe have it display on mouseover who has the highest skill in that category? I also agree with the other proposed suggestions.

5
Releases / Re: [A15] Rimsenal v0.72 : Season of the hunters
« on: September 15, 2016, 06:17:30 PM »
Are the balance changes documented anywhere?
Does not appear so. Changelog in op is outdated. I suppose I could do a diff compare and report back. Might be a bit though...

6
Support / Re: Rimworld Map Error on Load
« on: September 14, 2016, 07:15:27 PM »
That number refers to the Steam ID for trading spot. Never seen anyone play with just one mod before, but whatever. ;D

'secondPawnData' is expected  Line 8609, position 11 is the exception you're getting. I would look in your save game file. Should be something you can open in notepad, although given the size of the file it might take a while to load. Back it up before you do so.

7
Support / Re: Error in spamming in log
« on: September 14, 2016, 07:03:14 PM »
Madskills is also throwing some NRE's, I'd update that too.

8
Ideas / Re: Dune buggies for raiders...
« on: September 14, 2016, 06:53:07 PM »
Hell no.
Unless you were going to make an entire Mad Maxx Mod. Then you might be in business. It would actually fit RimWorld really well, and I'm surprised no one has made one yet.
But you'd need to create an entire vehicle system and build mechanics around that.
That's not a simple suggestion.

9
Mods / Re: Dinosaur Pack [WIP]
« on: September 14, 2016, 06:50:14 PM »
And the ultimate question : Will Egg-Farming be profitable :)
No, that's not the right question when a new species is introduced.
Give it time, somebody will ask it.

10
Bugs / Re: [A15] Bug, or simple error message?
« on: September 14, 2016, 06:48:38 PM »
your screenshot is really small for whatever reason, so I can't see the issue. Maybe describe what I'd be looking at? You can put non-colonists in boxes just fine, although this just goes to show you should be eating them. Probably.

11
Unfinished / Re: [A15] Wall Devices, Graphical Classes, Gizmos
« on: September 14, 2016, 06:00:53 PM »
Also looking into introducing Sand and Mud as a resources used to produce glass, silicon and clay for windows, computer bits, art objects, bricks and whatnot. Separate mod from the walls/windows, and probably going to have to treat Glass as a Metal since it doesn't look like we can define new Stuff categories without essentially cloning a massive portion of the game's code.
Since you already know of cupro's windows you probably already know his mod adds sand, and mud and such, yes?
This is beginning to sound more like an entire "glassworks" mod. Incidentally, there is a mod by that name on nexus I believe, might be worth a look.
I share Bucket's hesitation of adding a ton of new resources, unless they are in use by other mods already. This game sorely lacks resource uniformity, and I'd rather not have duplicate sand.
Just my 0.02c which might not even be worth that much. ;D

12
Mods / Re: [HowTo] identify mods that cause problem
« on: September 14, 2016, 05:48:53 PM »
Most recent mod and common sense are great places to start, yeah. But if that doesn't solve it, rather than 1-by-1, I tend to do a binary search.
  • Disable half the enabled mods (that aren't known to be good), see if it solves the problem.
  • If no, go to step 1.
  • If yes, the enabled mods are "known good." Re-enable half the disabled mods, see if it solves the problem.
  • If yes, go to step 3.
  • If no, go to step 1.

Yes, I'm a dork for writing out that algorithm, but in practice it's pretty easy and intuitive - "go by halves."
I like how it took me a whole page to convey what you did in a few brief words, haha.  ;D

13
Outdated / Re: [A15] RT's Weapon Pack
« on: September 14, 2016, 05:43:13 PM »
The weapon damages are almost twice the generic version. Too high I think. IMO most should be only 10% better and one strong one that is 25% better.

https://docs.google.com/spreadsheets/d/1QlIx-RfkXAucU-TREb7G5nNZOvCQqKzEfppD0ifT0_w/edit?usp=sharing
Yay, another spread sheet warrior!
Yeah, I said much the same.

14
just a thought, but I believe you can regrow body parts via one of the debug menu options. Might be able to regrow some digits that way. Obviously not ideal. Edit: just checked, maybe not

I wonder if you could create a separate bodydef skeleton for bonic parts and have it break down what all the bionic arm contains. But that might be tantamount to defining a whole new body. Hmm.
"Ohhhhhhh, the left bionic shoulder's connected to the bionic arm, 's connected to the bionic hand, 's connected to the bionic left index finger...."

15
Outdated / Re: [A15] Permadeath Savename fix
« on: September 14, 2016, 02:46:50 PM »
so to put it perhaps more clearly:
Current behavior of the stock game with a permadeath save game is to give you a random name as your saved game name. This mod boldly steps in and says "no no no, we'll be using the colony name instead."
If so...cool!

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