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Topics - filippe999

#1
Help / Modifier to ranged cooldown and warm-up
November 12, 2019, 08:59:34 PM
Hello modders

I have come to ask a simple question, how does one makes an item, say a wearable, a hat for example, that has an added trait of lowering the pawn's ranged cooldown? i managed to find the proper command for .xml thanks to a bit of mod diving. It's <equippedStatOffsets>
<AimingDelayFactor>-0.05</AimingDelayFactor>
    </equippedStatOffsets>

I couldn't find any documentation on what I could use to set a modifier to ranged cooldown.
#2
Mods / [Mod Request] Weapon statistic visualizer
June 07, 2018, 02:36:58 PM
As any modded rimworld installation, specially those with more than 10 mods adding different guns, it sometimes is hard to define the best weapon at range, so i would like to request a simple mod, that adds a table which contains the stats of all weapons you can currently make (as per research not production table present in the world).

The stats would simply be the weapons stats themselves, all in a single screen, in addition to derived stats , such as DPS at ranges ((Damage* Burst count* % at range)/ranged cooldown), a total average damage, single burst damage at range. All in a table you could easily sort by clicking the header.
#3
Mods / Crafting Processor
June 19, 2016, 09:40:24 AM
Deriving the idea directly from the offworld manufacturing plant from MD2.

Simply it's a building that uses resources available to trade beacons(the machine hauls them for itself) and executes a single crafting recipe, using the same rules in the bills menu(do x times, do until you have x, do forever) and deposits the final product in front of itself for the colonists to haul.

The crafting processors would be able to do any recipe, after a colonist configures the machine, it could have different attachable upgrades like co-processor, do 1+cpn operations at once(cpn = number of coprocessors attached to it), etc.

It could have different tiers which crafts at different speeds, for example the first processor takes the same amount of seconds as in workAmount to finish, the second workAmount/2, the third workAmount/4, and the ultimate one is 1s for any recipe but consumes a hefty 4KW of power :P.

After playing around with the Offworld manufacturing plant and noticing how it completely ignores skill requirements, I realized how useful a dedicated machine that crafts can be when all colonists have other things to worry about.
#4
Mods / Skill lock mod for A12
June 08, 2016, 10:44:08 PM
Hello fellow rimworlders!

So lately i've came back to this awesome game on my heavily modded instance of A12, i'm aware there is a new version out there, but considering how long and how annoying it is to setup mods in rimworld, i'm sticking with my current selection.
So, thanks to Training Racks 1.0 I can train my MAI's in the art of crafting, but when a MAI reaches level 20 in crafting it will still train crafting as such.
Do you know of any mods working for A12 that restrict a high-skilled colonist from using a workshop? Like assigning a skill range to be able to use said workbench.
#5
Bugs / Long loading times with mods (some machines)
February 06, 2016, 02:38:45 PM
Hello Everyone

Again I'm opening to talk about this that has plagued my experience in Rimworld for long.
In Alpha11D the issue appeared fixed, 50+ mods, normal loading times, both to load the game, the mod list and a colony.
Now I downloaded and installed Alpha12D to relive the good old days of Rimworld, so as always I went here to harvest A12 mods, it yielded about 40 mods or more, the time to start the game was the same as it was back in A9, maybe not so bad, now i'm waiting 10m+ instead of 35m+ but it's still annoying to troubleshoot the compatibility while waiting 10m everytime you enable a mod setup.

Since now thanks, Filippe999
#6
Mods / [Mod Request]Geometric planner tool
February 06, 2016, 02:29:36 PM
The name is self-explanatory, but here we go:

Simply a specialized plan tool that allows you to mark circles, triangles, pentagons, we already have squares :P, hexagons, heptagons and octagons on the map so you could more easily draw these shapes for building or mining inside mountains, instead of relying on guesswork or some external tool.

Since now thanks, Filippe999.
#7
Mods / [Mod Request] Compact Build Menu
August 26, 2015, 03:24:55 PM
Hello fellow colonists!

So you install many mods and when you're nearing completion of the research all your building orders tabs looks like this:


So a simple solution like a scrollbar and 2 line limit for all tabs would greatly improve the experience for heavy addon users.
#8
Mods / [Mod Idea]Upgrade Station & Replicator Table
August 17, 2015, 08:31:59 PM
Hello fellow colonists

While browsing through the thingdef's in the Resource Duplexer Mod and something clicked on my head:

"What would it take to clone equipment instead?"

Everyone that played rimworld has crafted at some point, a high quality gear, such as a masterwork bow or if you use mods, an excellent assault rifle.
Checking through the files, it seems that for normal resources, all it takes to define a duplication recipe is to just set the output=input*2, but considering how items have different art, different qualities and a % state, it's bound to be a little more difficult.

Another idea, is that of an upgrade station (think on honing, replacing armor plates with slightly higher strength metals, removing individual components of complex gear and reshaping them) for gear of any type, just like a refine system on RPG, another thing that would add more significancy to this process, would be a higher reward other than just the weapon being worth more, but instead apply actual stat modifiers based on quality and "finishing" modifiers (from the upgrade station itself), such as laser sight for increased accuracy of ranged weapon(lol laser sight pila's), aerodynamics carvingson a sword to make it whiz through the air(the sound would distract the opponent and hit increase accuracy), C5 explosives for frag grenades, repair nanites(slowly repairs gear, about ~5% a day), etc .

If you skipped the text above, here's the smaller version:
"How does one add equipment to a crafting and recipe and then set the exact same equipment * 2 as output?"
"How does one makes it so that the quality modifier of gear gets + 1 and quantity - 1?"
#9
Bugs / Rimworld Loading times
April 07, 2015, 07:17:19 AM
Hello fellow colonists of this rimworld!

Latel i've been adding many mods to my game, and the loading times went from a minute to two in the vannila game to almost 25m now, with all the mods installed, is it possible to lower the loading times? 25m is just way too much.
#10
Mods / Mod Idea: Renewable Synththread Source
April 06, 2015, 07:00:40 AM
Hello fellow colonists from the outer-rim!

I come here today to share an idea, of a mod that gives a renewable source of Synththread as stated in the title ::). About how these could work, what about an advanced "sowing" machine that a colonist can use to craft synththread from other textiles, such as cloth and leather,you need research to unlock the machine and a average-to-high crafting skill minimum to use it?

Thanks for reading
Comms out
#11
General Discussion / Greenhouse
April 05, 2015, 01:32:22 PM
Hello everyone, i'm new to this forum and this is my first post.
Here's my question: The gam allows you to control temperature and plants can use the sun lamp's as a light source, water doesn't seem to be a problem with outside plants, the colonists just come to harvest or replant.With that in mind is it possible to grow a field indoors, faster by assigning a room with a high temperature for better growth, and using the sun lamp as light, that is of course if the ground is soil?
There are hydroponics that do that and stiil need the light from a sun lamp, but is it not possible to grow them inside without hydroponics in a favorable environment room? as in the temperature and humidity of the room are used as basically a "larger-scale hydroponic"?