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Messages - TolSatha

Releases / Re: [1.0] Trait Transfer Mechanites
February 21, 2019, 04:01:40 PM
Quote from: togfox on February 20, 2019, 10:52:37 PM
The prices seem a bit low. I don't know about other players, but silver seems cheap in the rim. Especially mid/late game which is the target for this mod. I routinely have over 5000 silver. Removing/adding a trait is a pretty powerful thing and needs to come at a steeper price. I'm guessing, for comparison, look at the cost of the different mech serums available.

I kinda feel the same way, they should cost a bit more. I originally did base most of the stats on the Healer Mech Serum, which is why the price ended up a bit lower then it should. For comparison, the Healer Mech Serum has a base cost of 1300, the Resurrector Serum is 1700 and the Neurotrainers cost 750.
Currently the Wiping Mechanites cost 750, and the Scanning and Injector Mechanites are 1500 (this is of course modified by your pawn's social skill). What do you think a more balanced price would be? Something in the ballpark of 2500-3000?

Quote from: togfox on February 20, 2019, 10:52:37 PM
Just checking - you can extract (not wipe) a negative trait by accident/by design and then give that negative trait to a pawn?

Of course. Scanning and then injecting a trait works the same way regardless of what trait it is - there are no checks in the code for whether the trait is considered good or bad.
Not quite sure why you'd want to do that tho, but the option is there  ;D
Releases / Re: [1.0] Trait Transfer Mechanites
February 20, 2019, 08:28:30 AM
Quote from: mcduff on February 20, 2019, 07:58:15 AM
Do you have a github?

I don't but if you're interested in the source code, the .dll file can very easily be decompiled. There are many free tools you can use, like dotPeek.
I use it as an aid while modding, to browse Rimworld's source code and figure out how things work. The file structure, variable names etc. are all preserved. The only thing lost are the comments (they are excluded when the code is compiled, so it's impossible to get them back)
Releases / Re: [B19] Compare Gear
February 20, 2019, 04:11:00 AM
I apologize for abandoning this right after release, but life has kept me very busy over the past few months. I promise to do better.  :)

Quote from: Lethe on February 10, 2019, 02:32:17 PM
Could someone reupload the mod please?

The mod has been updated to 1.0 and re-uploaded. Check the link in the OP.

Quote from: Hjkma on December 31, 2018, 09:09:22 AM
Hi. Is the mod still under development? The mod seems to compare all weapons and apparels from mods and vanilla, not those that belong to the colony only. I just have a lot of mods and I would like to look among the things that are in the storages and used by Pawns. Just looking among all the things from mods and vanilla is not very convenient. Can you add a filter to look only for things in the colony? Thanks!

The initial idea for the mod was to compare all the gear in the game so you'd know what to craft or buy for your colonists.
Now that you mention it, it would be convenient to quickly compare the gear that your colony currently owns, so I'll be adding that to the planned features list.
Should have an update out in the next few days.
Releases / Re: [1.0] Trait Transfer Mechanites
February 20, 2019, 03:59:23 AM
Quote from: AileTheAlien on February 19, 2019, 12:18:13 PM
Is there any limit on how many traits can be given to someone with these?

Well.. No. Not at the moment. Which I guess is kinda broken.
Think I should add one?

Quote from: Canute on February 19, 2019, 01:46:30 PM
Even when you buy the mechanites, someone needed to die to made them (so far i know).

Yup, that's how it works. Tho I've been thinking that maybe instead of killing them, it'd be better if the mechanites left the person in an unconsciouss, "Braindead" state, with all their traits wiped so you can't use scanning mechanites on them again.
That way you'd still get to harvest some organs from your prisoners before they gracelessly expire!
Releases / Re: [1.0] Trait Transfer Mechanites
February 19, 2019, 12:31:15 AM
Quote from: Kirby23590 on February 18, 2019, 09:55:25 PM
Do they appear in the hands of Merchants for sale, if i can't or don't want buy lucifierium or just want to get a Trait Injector from the Merchant selling it that it comes with the trait i want?

Yes, they do. Wiping Mechanites, Scanning Mechanites, as well as Injector Mechanites for various traits (modded and vanilla) all appear on merchants (exotic merchants to be specific).
Scanning and Injector go for roughly 1500, while Wiping are cheaper at ~750. I'm not sure about how balanced these prices are, so I'd be happy to hear input on that.
All 3 can also appear as quest rewards.
Releases / [1.0] Trait Transfer Mechanites
February 17, 2019, 06:25:24 AM
Trait Transfer Mechanites
This mod adds new craftable mechanites that can modify the traits of your colonists.

Trait Wiping Mechanites
Single Use. Removes one random trait from the host.
Craftable at the Fabrication Bench for 10 Luciferium and 1 Advanced Component. Needs 10+ crafting.
Causes a Confusion debuff for 12 to 24 ingame hours (0.7 Consciousness)

Trait Scanning Mechanites
Single Use. Picks one random trait from the host and creates one Trait Injector Mechanites for that trait. Kills the host.
Craftable at the Fabrication Bench for 10 Luciferium and 1 Advanced Component. Needs 10+ crafting.

Trait Injector Mechanites
Single Use. Applies a new trait to the host.
Not Craftable. Created by Trait Scanning Mechanites upon use.
Causes a Confusion debuff for 12 to 24 ingame hours (0.7 Consciousness)


Wait, so how does this work again?

Let's say you have a colonist with one or more undesirable traits.
If you have all the prerequisites listed above, you can craft a couple Trait Wiping Mechanites and use / administer them to your colonist.
Each use will remove one randomly selected trait. These can also be administered to prisoners or unconscious colonists.

But if your goal is creating God-like machines of productivity, simply removing negative traits isn't enough. We can take things further.
If you happen to have a prisoner with a useful trait, you can craft Trait Scanning Mechanites and administer them to the prisoner.
These will pick one random trait from the prisoner (cross your fingers), and create Trait Injector Mechanites for that trait, killing the prisoner in the process.
Trait Injector Mechanites can now be used on one of your colonists to grant them the extracted trait.

Known Issues
None at the moment. Please report any issues you find.


Q: Can this be safely added mid-playthrough?
A: Yes.

Q: Will this work with non-human colonists added by other mods (aliens, androids..)?
A: No, only humans at the moment. I will add support for other species in a future update.

Q: Will this work with new traits added by mods?
A: It should, tho in all honesty I haven't tested it. If you use any other trait mods, please post the results here.

Q: Isn't this overpowered?
A: I guess that's a matter of opinion but I think it's fairly well balanced, for several reasons:

1.The crafting recipes require mid/late game items, a fabrication bench, and a colonist with 10+ crafting skill.
2.In order to get an injector for a useful trait, you first need to capture someone with that trait.
3.Even when you capture the right person, you have a ~1/3 chance of getting the right trait (as the trait is selected randomly)
In summary, you need to be lucky enough to have a raider with a desired trait attack, lucky enough to have him survive, and then lucky again to get the right trait when administering the scanning mechanites.
All this should mean that even in late game you probably won't have some Industrious/Psychopatch/Too Smart combo on half of your colonists.

Q: Why is my colonist confused? How long will this last??
A: They've just had their brain restructured. Give them a day and they'll come to their senses.

Change Log:

First Upload

Added custom art for injectors.
Fixed a bug where a Trait Injector for a trait with multiple variants (neurotic, very neurotic..) would have the wrong variant after the game is saved and loaded.

All content contained in this mod is licensed under Attribution-NonCommercial 4.0 International Licence (CC BY-NC 4.0)
Releases / Re: [B19] Compare Gear
October 16, 2018, 01:48:08 PM
Quote from: crusader2010 on October 16, 2018, 06:47:09 AM
- if you press SHIFT and click another column it sorts the previous (already sorted) list based on this new column.
Yeah, that'd be a pretty good way to do it. I'll include that in the next version.
Right now it's still quite barebones, and I just realized that the armor and temperature values for stuffed armors aren't even being calculated properly since their values are based on entirely different variables, so I gotta fix that first.
Releases / Re: [B19] Compare Gear
October 16, 2018, 03:47:05 AM
Quote from: Canute on October 15, 2018, 07:22:52 AM
Just a question about DPS (touch) did you calculate the range damage or do you use the mellee damage of the weapon ?
It's the range damage - specifically it's the ideal DPS if every shot were to hit, multiplied by touch accuracy.
Note that "touch" range is up to 3 tiles, so they can still be shooting at that range.
I might include melee damage as well, but if I do I'll list it specifically as melee to avoid confusion.

Quote from: Canute on October 15, 2018, 07:22:52 AM
- a compare sheet for mellee weapon's.(hand,feet if you detect a hand/foot wear mod) )
I considered doing melee weapons but decided against it. What prompted me to make this mod in the first place was the fact that ranged weapons do not have their DPS shown anywhere in their info windows, so you'd have to calculate it yourself. Melee weapons do, so it seems a little redundant. The only use would be to more quickly see how different weapons compare with each other, which I guess would be useful so I might include it.
I've looked into it initially but I couldn't figure out how their DPS is supposed to be calculated. It should be as simple as damage/cooldown, but the results I get are always off by a small margin from the figures shown in their info windows. I can't quite figure out what I'm doing wrong.

Quote from: Canute on October 15, 2018, 07:22:52 AM
- Seperate armor into layers. Maybe take the EdB Prepare carefully layer as example (Pants, top/middle/bottom clothing layer, Hat, accesory, (hand,feet if you detect a hand/foot wear mod) )
Yeah, this wouldn't be difficult to do. I could have an extra bar under Armors with tabs for each layer, and one for all to get a quick general view.

Quote from: crusader2010 on October 15, 2018, 10:45:32 AM
Is it possible to sort the lists using multiple columns at the same time (i.e. sorting after more than one stat, in the specified order)?
Not at the moment, and I'm not sure how to implement that from the UI side of things.
The actual code is not complex, but how does the user choose what columns to sort by and in what exact order, without the UI getting overly confusing or it interfering with the simple "sort by this" function?
If you know of any mods out there that have such a thing I'd love to see how it was implemented.

As a final thought, this whole thing was put together in one night out of frustration and is still extremely basic.
It's functional but lacks a lot of polish, so I'll mostly focus on getting it up to proper Rimworld standard before adding new features.
Releases / [1.0] Compare Gear
October 15, 2018, 06:20:28 AM
A very simple mod that adds a comparison window for all ranged weapons and all armor/clothing, to help you better decide what is worth buying or crafting.
It displays the relevant stats of both vanilla and modded weapons/armors, and allows you to sort the gear by any column.

Some pics:

Releases / Re: [B18] sd Mods - mostly stuff
October 13, 2018, 08:18:21 AM
Adv. Power Generation is one of my core mods and I can't play without it - so I've decided to update it myself.
I make no claims and take no credits for the mod. It is entirely the property of the original author (sulusdacor) and I'll remove the link should they request so.

Adv. Power Generation B19:

One small change I made was to rename the research tab, as the default name was too long and was clipping the tab boundaries.
Outdated / Re: [A17] Save Our Ship (v1.01)
May 27, 2018, 05:15:00 PM
Quote from: TastyCookies on May 17, 2018, 01:29:42 PM

Do I have your permission to upload this on Steam? I will of course label it as Temp and a statement saying that it can be taken down without notice?

Yes, of course. Sorry for the delayed response, I'm not as active here as I used to be.
Outdated / Re: [A17] Save Our Ship (v1.01)
April 07, 2018, 12:37:25 PM
I can't play without this mod and it seems OP abandoned it, so I've decided to update it myself.

[B18] Save Our Ship:

I'll remove this when / if the author does an official update, or if they ask me to.

Some minor bugs I've noticed while testing:

  • Adding "Load Ship" to scenario before any ships are launched (saved) causes an error
  • Launching a ship before the faction and colony have been named (few days after start) causes a "map generation error" when a new map is loaded with that ship
  • Starting with Load Ship sometimes spawns the ship inside terrain. I recommend you use Map Reroll mod to fix this.
All these bugs existed in the original A17 version of the mod, so there's not much I can do about them.
Was bored and made this the other day, for anyone playing with Tiberium factions mod.

Brotherhood of Nod Carryall, based on the deprecated GDI Orca design.
No weapons but has a large cargo capacity and good range.

I initially did it in the original dark blue color, but it just didn't look very nice ingame, so I made it in lighter grey instead.
Installation same as described below OP - just copy the files into the proper OHU Mod folders. Tiberium factions mod not needed.

Feel free to tweak the stats and here's the .psd file if you want to improve on the graphics.

[attachment deleted by admin: too old]
Quote from: Telefonmast on February 23, 2017, 02:14:02 PM
I will accept every suggestion or concern as long as it won't be anything like "let us craft Tiberium bombs with the crystals" - I would never make it that easy :>

On that note - how about seeding tiberium?
Could even be thru some fun mechanic like tiberium fiends dying and spawning a few crystals around the corpse?
It has nothing to do with me wanting to establish a late-game farm.
Quote from: Birdy on February 23, 2017, 03:12:28 AM
Trying to find Red tiberium is insane o.o

Agreed, and it's a bit of a gameplay issue as well.
You need to do research before you have any way of containing tiberium (suits, inhibitors), but to build the research bench you need red tiberium.
I've had 3 runs on 1.2 so far and it always ends the same - by the time I get any red, the whole map is already overgrown with green.

So unless you're lucky enough to get a tiberium meteor or a caravan that has some red (if that's even a thing?), you'll just sit there helplessly while the tiberium consumes everything because you can't build a research bench.

Quote from: Telefonmast on February 20, 2017, 11:44:04 AM
And canging soil could be tricky, since it doesn't save what soil it previously was

There could be a way to do this - make a new class that inherits TerrainDef and store the old value when switching.
So if it's called "TiberiumTerrainDef", you could then define them as such in the terrainDefs .xml file, since it's still a terrainDef type.

<?xml version="1.0" encoding="utf-8" ?>

    <TiberiumTerrainDef Name="FloorBase" Abstract="True">

    <TiberiumTerrainDef ParentName="FloorBase">


You get the picture. I haven't done much digging as to how these are stored internally, so it's possible that it wont be automatically added to the def database.
Idk, maybe it wouldn't work, just an idea you guys might want to investigate.