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Topics - alaestor

#1
Releases / [1.0] Science Never Stops
June 24, 2017, 11:06:16 PM
Science Never Stops


Science never stops.
Why should the research?


Only care about the infinite research? I gotcha bro!
This mod has two variants! Read more bellow.


SNS Research (Complete Variant)


  • Pushing The Limits
    Unlocks the Unobtainer which is used to forge Unobtainium. The Unobtainium can then be used as a metal, or it can be forged into a fabric. Unobtainium items are extremely powerful, and do not deteriorate.

  • Unobtainium Power
    Unlocks the ability to make the cold Fusion Reactor from the Power menu, along with the the highly-unstable fuel cells from the Unobtainer.

  • Unobtainium weapons
    Unlocks the ability to make Advanced Unobtainium Weapons at the Machining table.
    Unobtainium weapons can be smelted down to recover the Unobtainium in them, but the other resources will be lost. (errors, annoying)

  • Beyond Our Understanding
    Impossible to complete without the debug menu, because science never stops.
    Hm... I wonder what you can make at the Unobtainer if you complete it?
    (Gives nothing in the Research Only version)


(Info may not be 100% accurate as updates occur and I'm lazy)

Don't want Unobtainium?

In the download websites you can choose between the "Complete" variant of SNS which contains everything, or the "Research Only" variant which only contains the only the infinite "Beyond Our Understanding" research and nothing else.



SNS Mod Conflicts
Don't use both variants at the same time.
Upgrading from the Research Only variant to the Complete mod may cause issues but in theory it's fine.
No known conflicts.

SNS Translations
Currently there are no translations. I didn't even include an english template to work from.
If you want to write a translation: contact me and I'll include it in SNS (email address in the change log)

SNS Downloads

  • Complete
    Latest Mod Version for the  is 2.3.0 made for Game Version 1.0.2059
    The change log can be found here in this Pastebin

  • Research Only
    Latest Mod Version for the  is 2.3.0 made for Game Version 1.0.2059
    The change log can be found here in this Pastebin

NOTE: Both download sites contain folders that seperate the variants. Go into the folder of the one you want.

For compatibility reasons, there will also be archives of older versions available for download.
Download: Mega.nz, files.fm, or the Steam Workshop
#2
Releases / [1.0] Quantum Cooling (and heating)
October 03, 2016, 09:07:24 PM
Quantum Cooling
Now With Heaters!


Tired of the heat?!
Go tell Thermodynamics to screw off!
Quantum Cooling™


Quantum Cooling technology allows for exhaustless cooling. It can be used to reach extremely low temperatures but is relatively expensive and consumes a lot of power.


Previous versions going back to A15 can be downloaded from the Mega.nz link in the Downloads section.

Quantum Cooling™ Technology
Using quantum mechanics; you can discover how to reduce entropy without displacing it.
Perfect for cooling the inside of mountian bases without the need for exhaust venting!
(and yes, I'm aware physics doesn't work like that; thanks :D )

Research and Construction
After you've researched "Air Conditioning", QC adds the "Quantum Prototype" which will unlock the very weak Prototype Quantum Cooler. It may struggle to keep negative temperatures depending on the room size, climate, and weather. From there you can research the next tier; "Quantum Cooling" which will unlock both the Small and Large versions of the Quantum Cooler, which can be found in the Temperature construction tab. Also adds "Quantum Heating" which will unlock both the Small and Large versions of the Quantum Heater.



Cooler Comparison
eps = Energy Per Second (Rimworld's heat mechanics...)
The lower the Watts per EPS, the more efficient the cooler is.

  • Default Rimworld Cooler
    Efficiency: -21eps at 200watts for 9.5w per eps.
    Materials:  90 Steel and 3 components.
    Research: Air Conditioning

  • Prototype Quantum Cooler
    Efficiency: -11eps at 200watts for 18.2w per eps.
    Materials:  75 Steel, 100 Silver, and 5 components.
    Research: Air Conditioning

  • Small Quantum Cooler
    Efficiency: -33eps at 500watts for 15.2w per eps.
    Materials: 10 Plasteel, 200 Silver, 50 Gold, and 5 Components.
    Research: Quantum Cooling

  • Large Quantum Cooler
    Efficiency: -190eps at 2000watts for 10.5w per eps.
    Materials:  75 Plasteel, 500 Silver, 50 Gold, and 10 Components.
    Research: Quantum Cooling

To balance the lack of exhaust, Quantum Coolers are rather pricey and inefficient. The coolers get more efficient in accordance with their price - though the default cooler will always be more resource and energy efficient. However, the bonuses are that you can do more with less space and don't need to worry about exhaust. In a space that's well insulated a non-prototype Quantum Cooler can be used to easily reach temperatures close to absolute zero (-270c).




Compatibility
You're good to go! QC isn't known to conflict with anything.

QC Downloads
Latest Mod Version is mv2.0.0 made for Game Version 1.0.2059
There will also be archives of older versions available for download via Mega.nz (oldest being A15 mv0.0.1)
Download: mega.nz, files.fm, or the Steam Workshop.

Change Log
Can be found in this Pastebin or the Steam Workshop

License, Suggestions, and Bug Reports
I would prefer if people were to submit bug reports in the Steam Workshop discussion, though I understand that this isn't always possible. I will likely be slow to respond to posts in this thread. If something is urgent; feel free to E-Mail me (which can be found in the changelog paste bin).

As for suggestions; I doubt I will be expanding on the mod as I'm currently limited to XML definitions.

License information; reuse, redistribute, update, modify, whatever.
#3
Releases / [1.1] Misc. Robots++
September 16, 2016, 12:08:58 AM
Misc. Robots++


Robots? Y u no Robots++ also!?
More Robots!!! More Better!!!

Contains five tiers of a couple multi-talented robots to serve your colony. It also adds research, materials, and a new Robotics workbench for crafting the Misc. Robots and Robots++.  Made using the "Misc. Robots Xtension" provided by Haplo. Big shout-out to Haplo for the awesome misc mods, eh!

Robots++ Contains The Following Bots
These bots combine multiple abilities to perform common colony tasks

  • Kitchen Bot
    A unit capable of cooking, as well as sowing and cutting plants.
    A useful robot both in the kitchen, and on the farm.

  • Crafter Bot
    A unit capable of smithing, tailoring, and crafting.
    The perfect slaves for an automated assembly line!

  • Builder Bot
    A Builder unit capable of constructing, deconstructing, repairing, and mining.
    It will also cut plants that are in the way, but may not be used for farming.

  • ER Bot
    An Emergency Response unit capable of treating patients and fighting fires.
    Don't be scared of the needle; it wont hurt (much).

  • OmniBot
    The OmniBot is at the end of the techtree
    and requires you to research all of the other robots first.
    The OmniBot can do the jobs of all the other robots.


Research, Crafting, and Tiers
You can makey the thingies now! Research the tech! Make the components! Build the thingies!

There are five tiers of robots:
  Tier 1 Simple robots have Amateur skills (4),
  Tier 2 Basic robots have Professional skills (8),
  Tier 3 Intermediate robots have Master skills (13),
  Tier 4 Advanced robots have System-Class Master skills (16),
  Tier 5 Anti-Logic robots have GodLike skills (20).

Each tier has a faster movement speed and more fire resistance than the previous.
Hauling and Cleaning type robots are much faster than any other robot in the same tier.
Higher tiers also recharge at faster rates!



R++ Mod Conflicts
What The Hack - must be loaded before misc robots
Androids [b18] ?
More Scenario Parts [1.0]+? idk

R++ Mod Dependencies
Robots++ requires [Misc. Robots] to be loaded before it.
Download from the Miscellaneous Mods thread by Haplo.
Robots++ requires [Harmony] to be loaded before it. (only for mod version 3.1.2 and above)
Download from the [LIB] Harmony thread by Brrainz.

User-made translations will be included as they are made.
Community translations are included. If you would like to translate for R++ please use the /Languages/English/ folder as a template and make a pull request!

R++ Downloads
Releases can be found on the github releases page. The latest version will also be available on the Steam Workshop.

Pre-github, legacy, and compatibility versions are available for download via Mega.nz or files.fm

Mod Load Order
[Core] >> [Misc. Robots] >> [Misc. Robots++]
It's advised to only keep large collections of mods, like the Misc. Mods, close together and near the bottom. (Not a rule set in stone, but it can fix a lot of headaches)


Bugs & Suggestions
I would prefer if people were to submit bug reports and suggestions to the github issues, but people may also use the respective suggestion and bug report discussions on the Steam Workshop. I don't actively monitor this thread so reports and questions here may go unnoticed.

For license information, see Miscellaneous Mods thread by Haplo.

int misc_core(int misc_robots){ return misc_robots++; } // lawl :D
#4

Topic locked, as I've given up on this method.

----
So the issue I'm having is with a Misc. Robots Xtension, where there is a <startingSkillLevel>number</> defined in xml but I'd like this to be upgraded upon research completion. I've seen some things about ResearchMod but I have issues with that for several reasons.

One being that the robots don't exist when they are in their base-stations, and are constantly being created and destroyed across saves. if a robot is in a base-station [deactivated] when the game is saved, in the next load the robot is re-created when activated and therefor that value will be gleamed from the original xml as the researchmod method doesn't modify the value in any persistent fashion, rather just changing the member value of existing objects, so a run-once on load wont affect it's stats.

Also, I can't compile or write the C# code required (both because I don't know C# and I refuse to install it's cancerous development environments && dependencies).

So, if there are any solutions out there or C# programmers who would be willing to help please throw me a reply
or add me on discord ( Alæstor#9218 - preferred)


If an option like this isnt easily implemented, then I'll likely default to the whole "low tier + resources = higher tier" method, however I dislike this as it includes a bunch of duplicate bots. Likely being skill sets 5, 10, 15, 20... maybe I can reduce that to three but still; it's not a desirable solution to upgrading skill levels.