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Topics - RoboticManiac

#1
So I'm following the guide made by Jecrell, and I can't figure out what I'm doing wrong. Rimworld opens up and says there's a parse failure, but I can't figure out what in specific is wrong. It should be a simple copy/paste of the revolver with different stats and the LMG texture. Would really appreciate some help.

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BaseBullet">
    <defName>Bullet_HMG</defName>
    <label>hmg bullet</label>
    <graphicData>
      <texPath>Things/Projectile/Bullet_Big</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <flyOverhead>false</flyOverhead>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>12</damageAmountBase>
      <stoppingPower>2</stoppingPower>
      <speed>55</speed>
    </projectile>
  </ThingDef>
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>Gun_HMG</defName>
    <label>Heavy Machine Gun</label>
    <description>An old heavy machine gun.</description>
    <graphicData>
      <texPath>Things/Item/Equipment/WeaponRanged/LMG</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Interact_Rifle</soundInteract>
    <statBases>
      <WorkToMake>10000</WorkToMake>
      <Mass>4</Mass>
      <AccuracyTouch>0.70</AccuracyTouch>
      <AccuracyShort>0.70</AccuracyShort>
      <AccuracyMedium>0.75</AccuracyMedium>
      <AccuracyLong>0.35</AccuracyLong>
      <RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
      <li>SimpleGun</li>
      <li>HMG</li>
    </weaponTags>
    <costList>
      <Steel>150</Steel>
      <ComponentIndustrial>6</ComponentIndustrial>
    </costList>
    <recipeMaker>
      <skillRequirements>
        <Crafting>5</Crafting>
      </skillRequirements>
    </recipeMaker>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_HMG</defaultProjectile>
        <warmupTime>0.2</warmupTime>
        <range>30</range>
        <soundCast>Shot_Minigun</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
<burstShotCount>10</burstShotCount>
      </li>
    </verbs>
    <tools>
      <li>
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
      <li>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
          <li>Poke</li>
        </capacities>
        <power>9</power>
        <cooldownTime>2</cooldownTime>
      </li>
    </tools>
  </ThingDef>
</defs>
#2
Support / Can't initialize steam API
November 06, 2016, 03:27:02 PM
So just recently I uninstalled the factiondiscovery mod. But clicking the new game button triggered an error related to it even though I had restarted the game.

After restarting a few times, I opt to go for a clean install. Unsubcribe from all mods off the steam workshop, delete the ludeon file in appdata, delete the workshop folder for rimworld and get rid of the steam directory + 'Delete local data' as well. And then finally restart the computer.

Download again, same error. I repeat the process two to three more times until I simply get an error when first starting up that Rimworld couldnt initialize the steam API.

Any help is appreciated.
#3
Support / Reduce lag from spawn pawn events?
October 09, 2016, 01:32:20 AM
Later on, the game becomes practically unplayable simply because it can take entire minutes for a band of visitors to pass through. In normal play, and after the pawns have spawned, everything runs perfectly smoothly.

Is there any conceivable means with which to reduce the amount of lag and locking up it takes to spawn a common raid, trader or passerby?
#4
Mods / How to mod year length?
April 15, 2016, 10:42:21 PM
Contrary to what I assume most players think, years fly by for me at a breakneck speed. I'm wondering how (Or if) I can mod year or day length.
#5
General Discussion / Can nests spawn on floors?
April 10, 2016, 02:16:10 PM
I know that insect nests can spawn inside of mountains on unpaved floors; but what about paved floors? IE; wood, steel, or concrete.
#6
General Discussion / So when is Tynan returning?
December 21, 2015, 10:53:39 PM
I came back and noticed the post made by Tynan back in November. The new mechanics they've got going on would really breathe life back into the game, but he explains that he prefers to refrain from rolling out the update until his break is up. As such, do we have an idea of when Tynan is back, bar 'early 2016'?
#7
General Discussion / Map Seed Dump! (Extra cold in OP!)
October 07, 2015, 11:40:43 AM
Just a place to share your interesting map seeds. Anything and everything is welcome!  :)

jcgy- Brr! It's cold in here! Coldest LZ I've found so far is -95C in Jan with an average around -70C!

regret- Just a neat looking map, nothing really special about it. Mountainous/ Ocean arid zone in SE. Also extra rainy jungle in far SE.

*All standard world sizes, not sure what will change on larger/ smaller
#8
Mods / [Request] Additional events
September 08, 2015, 09:01:35 AM
Aside from few and far between events like toxic fallout or the volcano eruption, all events can just about be summed up as raids, power shortage, raids, eclipse, blight, raids, increased temp, solar flare, lowered temp and some more raids on top.

Just would like a mod that adds additional events into the game to make it all more interesting. Perhaps a nearby meteor impact or two factions fighting a skirmish in your area (intentionally, not the accidental fire fight we have with visitors). Say a month long storm or actual ships crashing (Big explosion, few pawns spawn and maybe a low health ship part on fire). Etc, etc.

Few more events I can think of;

- Hostile faction constructing a forward operating base against you on the map- not necessarily any mortars to fire at you, just one or two steel structures with beds and maybe a growing zone if possible, if not, they could get resupplied through drops of survival meals by event. Might lead to increased raid frequency? Perhaps hostile sentries could also be a possibility.

- Super heavy hail- periodically applies blunt damage to pawns caught out in the open

- Fire rain- Same as hail, but applies some burning damage instead, may set a pawn on fire if left out in the open and severely unlucky

- A series of creatures or ultra high-tech monstrosities enter the area for one or more days, and attack anything which is not lit- meaning a base would need to be well lit to keep them at bay.

- Some kind of gift from a faction that has a high opinion of you, say a bit of gold or silver

- Geological events which may spawn either a new geyser or additional mountain 'blocks'

- Flooding- Turning some terrain into deep/ shallow water

- Floral bloom- Sudden increase in either the amount of wild fauna, or their growth rates

- Mass extinction- New animals and trees/ fauna are no longer spawned for a lengthy period of time

- Global warming/ cooling- Average temperature in the region permanently rises/ lowers and a large portion of the original terrain is slowly replaced if needed (Ex, soil to sand), in addition to new creatures spawning; essentially a change in biome

- Belligerent visitors- The player can either allow or deny a group of would be rowdy visitors from visiting their colony- Refusal leads to a raid, and concession leads to a lower mood among colonists who interact with them, and they eat you colony food/ booze

- Foreign investment- You can accept another non-hostile faction's offer to invest in your colony- They'll send troops to help you in every raid, and give a one time sum of resources, but they'll expect some kind of tithe/ tax every month- Failure to deliver means war and an instant raid

- Foreign alliance offer- Requires extremely high relations, but the faction will send soldiers to every siege/ raid you have, similar to foreign investment

- Drought- Causes a series of random fires to spawn, rain may not occur for it's duration

Alrighty, that's me out of ideas for now  :)
#9
Think of it this way:

Your head hurts terribly and the last few things you can remember are looking back up on your ship as it's torn to pieces and watching the debris silently scatter and disappear from view as the escape pod begins entry into the atmosphere. As it begins to gently rock and sway you remember that your vessel was just in orbit of a rimworld; long forgotten planets on the fringe where only the mad or severely unlucky make their residence. Mentally going over your knowledge of such places, you recall disturbing tales of slavers and of failed attempts at colonisation from distant colonial powers.

You can even remember stories from when you were a young child; fables of savage tribals, the descendants of once great and mighty civilisations which have since turned to dust. Your favourite stories however were those of the mythical mechanoid hives, silently ticking away in the inky black void- preparing to turn your own civilisation into the charred ruins that seem permeate all of space.

Suddenly the deceleration engines engage and the metal brick you occupy which happens to called an escape pod begins rocking violently under the strain. Looking around inside you manage to catch a glimpse of several survival meals and some basic building materials. The shaking and noise begin to exponentially increase, to the point of your ears feeling as if they were about to burst, this in conjunction to the mind melting head ache you've acquired make you not only expect death, but welcome it.

Suddenly, it all stops. You wonder for several seconds if you truly are dead, but such uncertainty is laid to rest  when the wall with a small slitted window in front of you simply falls over with a loud thud. Disoriented, you begin to fiddle with the series of belts holding you in place, until they automatically disconnect and you promptly stumble out of the pod before falling over into the grass and passing out.

Waking up, you see another pod in front of you in addition to a small pile of pre-packaged survival meals. Silently looking around for a few moments whilst still on the ground, you can see a vaguely humanlike figure off to the side who appears to be pondering their current predicament.

It stands to reason that you're not going to expect, need or even have the opportunity to relax for the first few days at best. And when you do, it likely to be little more than idle chatter with your fellow survivor or quiet contemplation.

However, let's say a great deal of time has since passed since your crash. You live in a rather well maintained mountain base with metal tiled floors and walls. It is well lit up and food is in great in quantity, better yet, you have access to copious amounts of beer. You've even met a variety of individuals in your time here who also call this place home and you a friend. There are a few televisions which also have decent couches to go with them and you even have your own dog. It stands to reason that you're not living day to day and that every moment is not a fight for survival. You would likely feel quite at ease and more likely to take time off in order to enjoy yourself and do as you see fit.

My point is that, similar to how raids grow in strength the wealthier you are, a colonist's need to enjoy themselves and spend time doing non-work related activities should also increase the more you have- Thus resulting in a quicker decay of the joy-meter.

In addition to this, I also suggest that joy have a much bigger impact on overall colonist mood, thus turning an interesting, but also wholly ignorable mechanic into something that's rather relevant and can both greatly help or hinder a colony.

I would also like to suggest a larger meter, which will also help along with the pacing, and also larger thresholds between mood effectors like 'joy-filled' and 'very joy-filled', so that certain states of mind can be held with a bit more certainty.

Yet again, I feel the need to reiterate that the joy mechanic can be, and is, very interesting, ever more so when the relationship system is rolled out- However, you can simply ignore it entirely here and now, as it only takes a small amount of time each day to preoccupy a colonist and no matter what happens, you can merely by plop down a horeshoe ring and never have to think about it again.
#10
Unfinished / [WIP] Star Wars
December 25, 2014, 11:38:19 PM
Allow me to start off by saying that I have absolutely no idea as to what I'm doing. This is the first 'Mod' I've ever intended to make for a game- The situation is made all the more FUN by me not having the slightest clue as to how the modding system in Rimworld works.

With that said, there isn't much progress to show here and now. I've literally only got a single new weapon added, which can't be found in natural game play just to pretend I'm not randomly pressing buttons.

So now permit me to present a quick vision of the future;

At the moment, there are 4 factions I plan, them being;

The Empire-

  • Relying on masses of soldiers with inaccurate weapons that hit hard (Think of the current tribals).
The Rebels-

  • Depend mainly on more accurate troops than the Empire, with the possibility of some kind movement speed buff. Operate with a normal-few amount of soldiers.
The CIS-

  • Representing the remnants of the old Clone Wars, they've managed to largely go about their business undetected by the Rebel Alliance and Empire. Comparatively speaking, they use billions of robots which do little damage and are wildly inaccurate. If possible, I'd like to have them not use cover. May or may not add some beefier units like the Droideka, to force some focused fire against an exceedingly dangerous enemy.
The Tusken Raiders (Perhaps just raiders)-

  • Representing the more nomadic elements of such an uncivilised planet, they are equipped with what ever they've managed to steal and plunder during their travels- So they may be using the latest and greatest Imperial Wunder Weapon, or some ancient and broken blaster from times gone by.

I'd like for the Empire and the Rebels to start off neutral with the player- And then have an event which requires their attention and has them pick a side between the Empire and Rebels. Obviously, depending on who they favour, the opposing side will become an enemy. During attacks and skirmishes, I hope the player's 'ally' will assist them.

As for the CIS, I imagine them requiring some kind of periodic bribe to keep them at bay. An event should do the job nicely, and if the player were to refuse their demands, an attack begins.

Finally, the Raiders will simply start off (And remain) hostile to the player, attacking whenever they please.

That's it! Yet again, I feel the need to state that you should hold no expectations and that I have never done anything modding related in any game, save for some basic text file skullduggery. Wish me luck!


Out of the light and into the dark side of the force, there's a basic Imperial faction as of now

Due to the fact that there has been progress, there must now also be bugs; namely the fact that Imperial StormTroopers wear parkas when it gets a bit cold.  ;D

*All credit goes to Berangar and Viperlol for doing actually difficult task of texturing the Stormtrooper Armour

(The current texture of the blaster rifle is from Project Armoury, along with the projectiles)

[attachment deleted due to age]