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Topics - jackarbiter

#1
06/13/2016 - v13a - A:RR v. 0.07

Changelog:

v0.07:

-You can now unlock advanced printing options at the normal 3D printer (the component assembly bench) - the nanoprinter resisted my efforts to modify it
-Padded sleeping spots now have comfort
-Added advanced battery to flesh out advanced energy research
-Raiders now use base sandbags and mortars, while the player uses copies - allows creation of sandbags from stuff instead of costlist and allows raiders to construct low-work versions without needing tools
-Fences are no longer impassable, but have a high pathing cost. This means roofs won't spawn over them just because a regular wall is nearby, and they can't be exploited as super-embrasures.
-Sandbags can now be made with either leather or cloth - cost increased and work reduced
-Stamped earth ramparts are no longer impassable (high path cost) and now show up in the security tab instead of the structures tab
-Sandbag, cheval de frise, barbed wire, and moat path cost increased drastically
-Fixed wood log wall and stone wall descriptions
-Reduced wood needed for tool production
-Beds now require less wood
-Reduced direct wood cost for production buildings, giving wood/metal/stone options where available
-Reclaiming fabric no longer works on tools
-Tools have their own reclaim recipes
-Recipes for smelting ammo including subrecipes like stone arrows, plasteel arrows, etc. - credits to Grogfeld for getting me started
-Ammo removed from normal smelt weapon recipe
-Bots and mechanoids no longer use vehicles
-Hauling bots speed increased 2x to make them worthwhile in the face of colonists with vehicles
-Edge-map mechanoid raiders will no longer spawn with vehicles, even though it was hilarious
-Skydrillers, drill heads, railguns, and personal shields now have unfinished thing defs
-ATVs and Speeders now have unfinished things that look like ATVs and Speeders instead of carts
-Fixed auto turret to properly unlock with ai research
-Wood floors now have 2 beauty, require 1 more wood, and a lot more work
-Carpets require less cloth but beauty reduced from 2 to 1, because I have a personal vendetta against carpet, because it is disgusting

v0.06:

With much thanks to Grogfeld (quite a few of these were suggested or caught by him) and others for testing :)

-FIXED THE HAULING LOOP BUG.
-Fixed shields for CR by rebuilding ED-Shields with Jaxxa's CR patch embedded inside the main assembly
DELETE YOUR OLD SHIELDS AND GODMODE IN NEW ONES TO REPLACE THEM - the old ones won't work, but the saves will load fine.
-Fixed FSX extraction job description.
-Added correct item filter to molotov recipe.
-Agave and berry bush harvesting time greatly reduced; was very high in vanilla, but tools made it even worse at first.
-Added ceiling lamps and wall lamps (from skullywag's additional lighting mod)
-Added way to reclaim any stuff from any clothing such as CR clothing (from skullywag's reclaim fabrics mod), removed old recipes for reclaiming individually (save-safe)
-Removed duplicate harvest and simple prosthetic choices on health tab.
-Beds now require tailoring to unlock; royal beds require smithing (all the gold inlay) - makes sleeping spots and such more useful early on (Grogfeld's suggestion)
-Simple prosthetics now properly unlocked by anatomy rather than smithing
-Incidents per day for the Jack Arbiter storytellers brought in line with Randy Random (somewhat more for Nice and less for not-nice). Max days between big threats still longer.
-Auto-Turrets from CR defense now have unfinished thing defs so that their production can be paused by colonists without starting over (CR Defense Bug)
-Diesel generators now require thermodynamics research instead of basic electrical research.
-Changed browning machine gun base and minified browning to be not-ludicrous size. Not sure how I let it get ludicrous size.
-Fixed sentence fragment in advanced energy research description
-Vehicles don't have an unmount option when driven by non-colonist pawns, and forbidding them won't make non-colonist pawns dismount them


REQUIRES CCL. YOU MUST RESTART RIMWORLD AFTER ACTIVATING CCL AND THIS MOD, just like if this were CR, because this contains CR.

Download at the Nexus

Temporary dropbox link (OrangeDox version tracks download count so I know if it's near the limit; the Nexus is slow at uploading new files at the moment because of their new archival project so I'm using this.)

I've added a patch to remove raider ATVs for people who don't want the feature. Here and on the nexus.


Arbitration: Realistic Research

Motorized vehicles.
Occasionally raiders bring their ATVs.
50-item research tree
Realisticish sciency research; no more carpet making
Marathon game pace, governed by research unlocks
Progressive unlocks through eras of technology from bows to advanced biotech
Rebalance of work costs (components easier to make, clothes and swords don't take longer than guns to make)
Tools feature; colonists work slowly at first but speed up once they can craft tools (makes your first few days harder)
Not a lot of bloat
Not supercomplicated
Research usually presented as a few choices at once instead of 15
New features show up a few at a time with each research unlock
Other mods that are incorporated were stripped of most things extraneous to the goal of this mod
Small traders working with CR, they spawn with carts so they don't walk slow. Minimum speed after CR weight adjustment now 10% instead of 1%. Other CR stuff fixed.
All in one folder. Install CCL, install this, activate CCL, activate this, restart the game, play.


I finally got my raiders-on-ATVs functionality to work and what do I get on my very first test? Shield dudes. If you thought it was hard killing these ****ers before, just wait til you try to do it with a handful of cannons and gatling guns while they come flying in at 5x the speed of a normal pawn.

Yes, I will make the vehicles separate at some point so you don't have to play a marathon session to get to them. Right now they're enmeshed with some CR functionality, and I'd like to see if they're stable (and fix any known issues) before I pull them out.

Click here for a list of minor issues you may encounter with vehicles.

THIS IS ALPHA. USE AT YOUR OWN RISK. Runs stable and is balanced through the first portion of the game. I have tested well into the research tree (and of course the obligatory test all the way through with dev tools), which is important since most of my own work pertains to the beginning of the game and I've caught a lot of little balance issues and problems. But I need testing and feedback for the whole thing, especially later game. Your late game might get broken, more likely there are just balance issues; usually the changes I have to implement at this point are completely savegame compatible. In fact I have used the same playtest over the past week while making changes and haven't had issues. No promises, though.

Vehicle Feature Information:

I was going to release this a week (and a half, now) ago but I had an idea of how to get vehicles in the game using BBream's hauling mod as a base (after updating and bugfixing it - I sorta got backpacks working with combat realism but they are buggy so I am leaving them out). Of course this took forever to get done but I didn't want to just stick them in without integrating them into the game. They can be used to quickly haul things, but once they are attached your colonists can ride them to do most outside and some inside work.

Colonists will pick up vehicles and haul, then drop them off. Or, you can attach the vehicle to them. Once you do this they'll keep the vehicle and do whatever outside jobs and some inside jobs (like cleaning, for some reason; I can't remember why I made that decision). For inside jobs that they normally wouldn't involve a vehicle in (like lovin' but including many more) they'll drop the vehicle as soon as they hit a roofed area. So you can design a garage, sortof. This is a workaround as otherwise I'd have to hook into every damn job they do, though I have an idea or two about how I can do this better. Honestly, the jobs thing is the most complicated part of this type of modding, and I've only got my head partially wrapped around it. So for now, they want to eat, they ride to the colony and park at the first roofed area. If the first roofed area is your door, that's prolly not good. So make a garage outside the front door.

If you look at the xml defs you can see pretty easily how to create your own vehicles (I spent some time on this before release to make sure saves wouldn't break). If you want a vehicle that looks loaded down when it's full, make sure the FullStorage names of the images begin with the defname and underscore like so: VehicleCart_FullStorage_front.png. If you want no axles (like the floating speeder) leave the axles list empty (but keep the comp there) - if you want a truck with 8 wheels define 4 axles and use the coordinates system to get the wheels where you want them.

Vehicles:


  • Hauling cart (vanilla BBream cart, capacity:4, no speed)
  • Truck (capacity: 8 speed: 9)
  • ATV (capacity: 2, speed: 15)
  • Star wars-ish speeder (capacity: 2, speed: 30, no fuel required)

Current features:

They carry stuff
Require biodiesel to run, made from corn at the brewery
Carts for small traders to fix CR problem with them (really I fixed the CR problem and then attached the carts, and they take the movement nerf from the cart and not whatever bulk/weight, which usually places them at the speed of their companions who have the weight movement nerf).
Repairable. Was not something that worked out of the box.
Leak fuel slowly at a certain point (defined in the xml def) and catch fire 50% of the time they're damaged below that limit.
They 'splode
Trail fuel puddles as that raider tries to get away.
Oh yeah: 50% of edge-map non-neolithic raiders come with ATVs.

They show as cover but are not considered by CR to be cover when deciding what to shoot at - this way they don't prevent enemies from firing.
They do provide cover for the colonist in them, right now it isnt set up for full defense (not like a tank), more like shooting at someone in a vehicle and maybe it hits them, maybe it hits the vehicle. The amount is roughly 50/50 for a vehicle set up as .99 fillage, which they are all set at at the moment, though at mid-to-close range the person is generally going to be the one shot. Bullets don't damage them as much as some people may like; I'm open to tweak this.

Note:
You can't manually target one, only the driver. It looks like in the code just having a certain def property will make an item targetable but there are no items like this and I spent a day trying to fix before I just tweaked how CR manages them as cover. It actually works out pretty well like this, the driver will always be aimed at and if the car provides a lot of cover it will take hits til it catches fire or explodes.

Weapons List:

Weapons through progressive unlocks from beginning to end of game

QuoteBows
-
Great bows
-
Crossbows
Polyboloses (ballistas with magazines) <turret
-
Arbalests
Repeating crossbows
-
Wheellock pistol
Flintlock rifle
Cannon <turret
-
Colt army pistol
Henry rifle
Gatling gun <turret
-
Vanilla guns
M1 Browning <turret
-
CR defense turrets
-
AI turret
-
Railgun
-
Vanilla charge rifle and auto CR defense energy turrets

Buildings Information:

Features/buildings through unlocks from beginning to end of game NOT A COMPLETE LIST, JUST A GENERAL IDEA - the research tree gives a better idea, but it's so damn long it's hard to see in this post even chopped up a bunch.

Quotebuildings that are crap
-
buildings that aren't crap
-
Buildings based on fire energy (wood and charcoal burning), a low-tech cooling building
--/\Plenty of time between these two, but not so much you're screaming at me\/--
Basic electrical buildings
-
Coolers
-
Medical tech
-
Comms
-
Computing-era stuff
-
Nuclear energy
-
Advanced medical tech
-
Robotics, 3d printing
-
Shield technology, biotech
-
Advanced shield tech, advanced biotech


NOTE: I reworked the cannon texture a little bit after this battle, is seated further back and a little shorter to correspond with the aiming arc
NOTE 2: In case you're wondering why I put this picture up, Centipedes in Combat Realism are a nightmare. I introduced cannons with various ammo (exploding shot in this case) specifically to help fend them off when you're still low-tech and don't have combat realism defense turrets.

General things, maybe repeating myself a bit here:

       
  • Huge somewhat-making-sense research tree.
  • Marathon pace to the game - no more beating it in an evening
  • Semi-modpack of the best parts of tons of mods, all integrated, all in one folder
  • CR included - replaces the CR EPOE patch and CR-Haplo misc patch, also changes a bunch of stuff like turret weapons don't look like charge rifles and easier way to get FSX and blahblahblah. It was like half the work it took to make this mod, tbh, since all the new turrets and weapons had to be modified, and now you have a cannon that shoots exploding shot and grapeshot and round balls, single-shot muskets w/ buckshot optional that may or may not be good replacements for repeating crossbows when you unlock them, henry rifles, etc. etc.
  • NO BLOAT. Ok, like one or two bloaty things that I felt were realistic, but no like 37 of the same variant of this or that thing.
  • NO G*D*MN tables everywhere all over the place.
The goal here is to balance realism and gameplay, and to make each compliment the other. 

The mod is all in one folder. It contains CR and CR EPOE and Haplo patches and requires CCL.

CCL
CCL vanilla tweaks <- OPTIONAL
Realistic Research
OTHER STUFF YOU LIKE AFTER. Will not be incorporated in research tree. Good chance of rampant incompatibility with large game-altering mods. I have used pretty much all the UI mods during testing, they work fine.

If you want other aspects of mods that I've included, let me know. Trying to use them again on top of this mod is a recipe for crushing blows to your morale.

I spent a lot of time making sure every parent def was accounted for; I hope I have not missed any or E will be like WHAT ARE YOU DOING.

I have incorporated quite a few other mods into this one in order to get the features I felt were necessary for interesting beginning to end gameplay. These mods were each modified in some way, often only taking a few elements but occasionally sticking the mod in the research tree and leaving it alone. Since I view A:RR as partially a modpack, I asked for permission in several instances in which people asked that permission be requested before modpack inclusion. I've linked to (and will PM when done) each and every mod creator and their mod below, along with what I used and what I changed.

MOD CREDITS: Mod credits are in the first post below. I write too damn much words and stuff so the forum wouldn't let me put them in this post. I go into extensive detail as to which parts I've included, what I've changed, and why.

Random incomplete list of stuff I added: the second post below

Old tech tree (30 research projects):



1st part of new tech tree (there are 50 research projects in the whole tech tree)



This extends to the next section, but I've cut it off here for a purpose. At this point you need a reference bookshelf, which takes about 15 reference books to write (I may tweak this to be more or less). It's the only slightly complicated part of this whole thing. Once you have that attached to your research bench you can proceed to unlock more advanced research. During this time you'll be stuck with cannons, gatling guns, henry rifles, and revolvers, and you'll have coolers for refrigeration. I'll probably add a patch to remove the reference bookshelf requirement, but the cool thing about having it is that for a minute you're not worried about making your current weapons obsolete; stock up on stuff, build up your defenses, have fun with the western style of the game for a minute, 'cause after this you're heading for the friggin' singularity.

2nd part of new tech tree: (you may need to use the scrollbar at the bottom or open in a new tab to see it all):



I've kept it relatively straightforward aside from the reference bookshelf; you'll usually have a few choices facing you as to what you really need unlocked right the f now, and sometimes only one choice and that would be the choice you'd want to make anyway as it is usually a big step forward. I tried to keep it simple for the user, no hour of examining the tree to figure out how to min/max the best strategy.

Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc.

My two other random tiny mods, not included in this:

No Infestations v. 0.1 [A13]

Faster Sleeping Sickness Immunity[A13]