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Topics - Madman666

#1
I guess, i ll report this here as well (already posted at dev discord, but since there s no unstable build active...) - quest type Problem Causer from Royalty has severe balancing issues. It has two possible threats - pirate outpost and a mechanoid cluster. In case of a mechanoid cluster it will always spawn with just one mini-slugger turret and a single sleeping mechanoid. It can have 1-2 another buildings, like a shield, a node or an activator of some kind, but defensive force will always be pathetic be it with 500 wealth or 500 000.

This is verified with a modlist of just Core, Royalty and Ideology DLC. Pirate outposts do scale, mechanoid clusters do not.
Which brings a second issue - pirate outposts scale of proportion, spawning 40-50 dudes in a single wooden shack vs a colony of 25 people. That would be fair if it was a raid on the player where he has his defenses helping him out, but outside, on a small temporary map with only some bushes for cover against 50 pirates? Would be nice if someone took a balancing pass on Problem Causer quest type.

It has the potential to be a complete game ender - if the game decided to place an EMI Dynamo with twice more guards than i have colonists, that is basically either a game over, or i ll have to migrate to another world tile. That is more than a little bit broken.

Reproduction steps:
1) Start a new game
2) Use dev option Make full colony
3) increment 4 seasons just in case
4) DoMapIncident x10 - > Problem Causer.
5) Visit several outposts to see how guard force differs massively

Every pirate outpost spawned will have 50ish guys. Every mech cluster will have a single turret and a single mechanoid.
#2
Releases / [1.0] Medieval Madness - Tools of the Trade.
September 16, 2019, 07:53:30 AM

My first full-fledged mod for Rimworld - Medieval Madness: Tools of the Trade is a part of planned Medieval Madness modpack that adds over 50 melee and ranged weapons to Rimworld. From peasant scythes and sickles to heavy zweihanders and morning stars, from slings and throwing nets to heavy siege crossbows and composite longbows. If you think that this game could use more medieval weapon variety this mod is definitely for you.

Most weapons require research and some exotic ones can only be dropped by enemies and rewarded for completing quests or raiding item stashes. Peasant tier tools and most ranged weapons can be crafted on a single new workbench this mod adds - all purpose crafting workbench. Most weapons can be made of any material that does make at least a little bit of sense.

Currently only melee pirates have access to new weapons, as tribes are a bit too primitive for them. Later medieval factions will be introduced.


My current plans for Medieval Madness mod pack is to be a spiritual successor of magnificent mod by Vindar - "Medieval Times", which will be as modular as it can, so you can install only the parts you really want in your game. Eventually i ll add medieval armors and apparel, medieval factions to fight, security buildings to fend off enemies, a bit of food and production for roleplaying purposes, medieval decor, walls, floors and many other things. I am very limited by my lack of free time and nonexistent c# skills, my plans may change, but for now this is how it is.


This mod is pretty simple xml weapon mod, so it won't conflict with anything, aside from CE. However it does use custom weapon tags, so new weapons will only spawn on patched factions (i ll be slowly making patches for most popular faction mods). Feel free to suggest faction mods to patch in "Patch this!" thread or here in comments.

Can be added mid play and also removed. It will throw red error upon removal, but after that should work just fine.

For those who like medieval setting as much as i do, i recommend several awesome mods that fit well for it:
- Gloomy's furniture (medieval aesthetic, furniture, benches)
- Rimkea (rustik style furniture, beds)
- Dual wielding (cool melee options)
- Simple Sidearms (for having that dagger equipped along with a bow)
- Giddy Up Battle Mounts (cavalry options)
- Extended Storage (shelves and baskets for storehouses)
- Apparello 2 (more apparel variety)
- Vegetable Garden Project (foods, drinks)
- Vanilla Factions Expanded - Medieval (an amazing core for any medieval run)
- Vanilla Furniture Extended Security (catapults, barricades, ballistas)


Combat Extended - don't plan on a patch, sorry.
Medieval Times (not a hard incompatibility, just lots of duplicate recipes) - don't plan on a patch.
Please report any new incompatibility, so i can add them to the list and deal with them eventually.


I like medieval weapons and i tried to add as much of them as i could, but i can't cover the all. If you have an idea of a cool weapon that fits medieval theme, that isn't there - please post in "Add a weapon!" thread on Steam, or here and i might add it to my weapon to do list.


I can be incredibly hasty and can screw up even a simple xml mod, so please report any errors, missing\broken art, if something doesn't craft\spawn on enemies, etc in BUGS thread on Steam or just in this thread. I ll look into it as soon as i can.


Art, xml coding, ideas, descriptions, sounds - by Madman666.
Special thanks to
Vindar - for amazing Medieval Times mod and massive inspiration source.
Trunken - for help with testing, art and sound hints and generally being a good friend.
Edmund Wulfgarth - advice for artwork.
Dubwise - for helping me to not suck @$$ at spriting, adjusting audio and also teaching me c# stuff.
Pardeike for his non-destructive Harmony package.
Jecrell and other contributors, responsible for JecsTools modding library.
Without the help of these amazing people this mod wouldn't be here.

Steam link: https://steamcommunity.com/workshop/filedetails/?id=1851407975
Latest Release link: https://drive.google.com/open?id=1lAR3abHoWfH5XGVRudUrFmMBNcoRlXW6
#3
Bugs / Selecting several beds drop FPS
November 25, 2018, 07:56:14 AM
Selecting several beds at once for some reason noticeably drops framerate for this game. Whats even more weird it does so even if the game is completely paused. To reproduce:
1) Create a new map (size doesn't really matter)
2) Spawn a lot of beds (like 50-60)
3) Select them all by double click
4) Pause the game and try moving the window around - you ll notice slight stutter
5) If you remove the selection and try moving the window again - there won't be any stutters at all.

For clarification - i tested it without any mods or anything - pure vanilla Rimworld. It did start from my modded playthrough though. Adding mods seems to severly worsen this problem to a point that selecting more than 4-5 beds makes moving in-game window nigh impossible. Please take a look at this problem.
#4
Ideas / Grow zone and bill list UI rework.
July 19, 2018, 11:59:50 AM
As one of many people, who used quite a bit of large mods, I must say, that the biggest problem Rimworld has with mods aside from memory crashes (64 bit in 1.0 fixed that, big thanks for that) was always drop down list based UI for crafting and growing. Big mods tend to either add tons of new workbenches (which clutter the map) or add tons of recipes to grow zones and existing workbenches, overcluttering the drop-down menus, which leads to severe decrease in font size. For a person with quite poor eyesight its a massive pain (quite often literrally a headache) to find the item you need in such a UI.

So, I humbly request a rework of grow zone and bill UI from 'drop down menu' to separate pop-up movable window with a 'scrolled checkbox list' that doesn't decrease font size based on how many items the list has. Maybe even with search box, where you can enter the name of item, to quickly find it in the bills\plants list (that was incorporated rather nicely in Rimworld Search Agency mod). That would be a huge improvement even for people with far better eyesight than my own and make managing bills and grow zones WAY more pleasant and comfortable. Please consider this suggestion if isn't too much work.

There used to be a discontinued mod that was called "Edb Interface" around Alpha 12, that had something really close to what I'd really like to see in growing\billing UI. Here s the link to mod overview, that showcases, how that growing interface looked like: https://youtu.be/QsIHl3m_AU8?t=489
#5
As the title states - insects that spawn on maps with caves rush your colonists as a result of some extreme weather conditions. Cold snap bringing temperature down to -21 was enough to destroy a hive (apparently they get damaged by extremely low\high temperatures now), so insects rushed my people. Since I didn't get any warning other that colonists needing treatment, when I knew I was under attack, it was too late, because insects were already in melee range. I really hope this thing gets fixed.

Its one thing to make them aggro\manhunt when colonists\raiders\guests attack them and another thing completely, when you get not only extreme weather surprise, but also a self-provoked all out insect attack.
#6
Rimworld is absolutely amazing game, it provided me countless hours of fun already and one of its most magnificent qualities is insanely rich and productive modding community. There are hundreds of cool mods on Steam and here on forums, some are plain OP and some are fine-tuned to blend in with vanilla content perfectly.

I am more than sure, that I am not alone in trying to run with 100-120+ mods, which pretty much doubles or even triples the available content, so you must be familiar with problems that abuse of too many mods can bring you - lags and crashes. How do you guys deal with such variety, choosing to play with some mods, sacrificing others? You know - the eternal 32-bit application memory limit problem, which just silently crashes RW to desktop, when you try to cram too much stuff in it?

I dealt with lag problem rich-boy style, bought the best CPU i could and overclocked it to space levels, so I don't have any problems with lags. So now I have memory related ones)

Maybe there is a magic wand that makes RW able to access more than 4 gb of RAM and I don't know about it. Or maybe there is a mod or tweak, that optimizes memory usage, eliminates memory leaks...?

Any opinions, advice and info about mods in general, memory problems, ways to identify and solve them - I'd be glad to hear all of them, if you got the time to spare.

One thing - i really like to play on huge maps, so tips like "you should play on small-default sized maps and have 13 people storyteller gives you" aren't really viable. Cheers!)
#7
There used to be a nice mod, Edb Interface it was called, I think. From what I saw in screeshots, it had a really nice way of dealing with very large amount of item bills and plants for growing zone, that didn't involve cluttering the floating bill window list with incredibly small fonts. Instead it made a scrollable list of things with checkboxes to choose from for grow zones and bill tables, which could be a huge help to those, who likes to play with real big mods like Medieval Times, Vegetable Garden, RT's Weapon Pack and others. At least for me with my crappy eyesight its a torture to pick right plant for grow zone with VG.

Can maybe someone experienced enough with coding assemble something like that or even pick up edb Interface (last updated in october 2015)? It really could an irreplaceable quality of life mod for playing heavily modded runs. Or if something like that already exists and I am a blind ass, that does not know where and how to look, please maybe point me the way? Thanks.
#8
Unfinished / [A16] [WIP] Pirate Raids Overhaul
January 19, 2017, 11:02:51 AM
So you've assembled the collection of really cool mods with tons of fancy weapons, turrets, armors, but pirates never bring them to attack you? Are you tired of mopping the floor with elite pirate mercenaries, that can't do a thing to your mighty advanced turrets, embrasures, concrete walls, moats and barbed wires? Challenge is gone... Why, oh why those silly pirates don't come wearing new shiny Rimsenal armor? Can't they bring that scary new shard rifle?

Well, now they can. Welcome to


The Idea:

If you ever wondered, why those pirates don't use all of new weapons, that are introduced with mods or why they never show up in full power armor even crazy late game, when all of your colonists already have one - here's an answer for you - they just don't have the money for it. That's right - each pirate type (drifter, scavenger, thrasher) has different fixed range of money available to generate gear they have. Since most of mod's new weapons are usually good and expensive for balancing purposes, pirates just can't afford to generate them. That also true for power armor.

However simply adding tons of money to each pirate type will just break the game completely with pirates coming at you packed in power suits wielding rocket launcher at day 6ish. Also changing vanilla pirates will likely cause a lot of problems compatibility-wise. Thats why I introduce you tiered pirate class system:

Tier 1 includes vanilla pirate types with atrociously crappy gear - drifter, scavengers, thrashers, pirates.
Tier 2 includes vanilla mercenary types that come mid-late game with gear range from stupidly awful to actually good - grenadiers, gunners, heavies, snipers, slashers, pirate bosses and elites (they can even have 1 piece of usually crappy power armor, wow!)

And here we come to new tiers added by this mod, that will be able come at different stages of the game, they'll have prespecified weapon types, gear quality, drugs, bionics (yep, late game bionic Arni will come say hi from time to time) etc.

For now I have planned and coded Tier 3 of Space Pirate Forces:

Mainly consists of more or less lucky thugs and bandits, smart enough to loot or buy some basic armor first and a good weapon in working condition next. While their combat ability and firepower is inferior to mercenaries, they are certainly superior to most pirates and have some survivability. Will come mid to late game.

Tier traits:

  • Average quality of equipment: Good
  • Armor: Armor Vest
  • Chance to have combat drugs ready: 30%
  • Average gear condition: 0.8 to 1.2
  • Recruitment difficulty: 70%

Pirate rusher
Those types like it nice and close, but still prefer to have at least some distance between them and their target. Rushers are fast lightly armored units armed with shotguns and while their effective range is somewhat low, they make up for it with decent firepower.

Restricted weapon type: shotguns
Chance to have combat drugs ready increased to 50%

Pirate support unit
Supporters mostly are trigger-happy maniacs, who just like to hear their toys go loud. What can be more satisfying then to spray deadly lead everywhere you can see someone moving? They are supposed to cover for crazies, who are going in for some melee fun, but usually it ends up with them making some new holes in their buddie's backs. Their armor is light, their range is low or medium and their atrocious accuracy and damage are compensated only by extremely high rate of fire.

Restricted weapon type: SMGs

Pirate gunslinger
Usually pirate gunslingers are highly skilled with the use of various sidearms from conventional pistols to advanced compact chargeshot devices. You still can encounter some foolish wannabes only pretending to know which side shoots, but that's an exception, not a rule. Probably.
Gunslingers are properly armored close-mid range fighters. They lack fire rate, but pistols being cheap allows them to have a really high quality accurate weapons at their disposal.

Average gear quality: excellent
Restricted weapon type: pistols
Always has a kevlar helmet.

Pirate butcher
Remember those crazies, that like melee fun and are always getting shot in the bum by supporters? Well, that's them – butchers. Mental diseases coupled with long-term drug abuse and repeated head trauma leave them with absolutely no sense of self-preservation, which leads to them mindlessly charging everything their more sane friends point their fingers on. Lightly armored, no head gear, melee range and always high on some chemical crap. Crazy, I tell you.

Restricted weapon type: Melee
Always has some combat drugs
Always has addictions.

Planned features for now:


  • 2-3 more tiers of pawn classes with different fixed loadouts
  • Raids by elite pirate corps (smaller count, but much better equipment, bionic enhancements)
  • Compatibility with main popular mods, that add more weapons and armor


For now Tier 3 seems to work just fine, without any errors, but until I add 1-2 more tiers, I don't plan to post unfinished stuff here or on Steam. The most complicated thing for now is balancing it so that it won't be a gamekiller in early game and also won't be a drag (never showing up mysterious classes...) late game. What I can say about balance for now is that it will definitely be meant to use with several popular mods, that add a lot of powerful defense measures to Rimworld. Compatibility with most popular gear and faction-oriented will be added.

I started this for my own runs, because I wanted more challenge from pirates, but no one really answered mod request. So my goal creating this thread for now is first: to find out, how interested people will be in having a mod like that and second - to gather ideas of pirate classes, names, loadouts, enhancements and etc, which will help me a lot with planning, while also maybe letting other players encounter space villains planned and named by themselves.

I very much welcome and appreciate any ideas and suggestions from everyone, who is interested in mod's development, so feel free to pitch in. The limiting factors: my non-existent coding skills, as I mostly use parts of vanilla codes I understand and also my free time which is is also quite limited.

P.S. If my English or grammatics partly crap - I am sorry, since its not my native language.