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Topics - Syrchalis

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Very simple change that seems like it's an artifact from earlier versions. Before 1.1 it made sense getting Deep Drilling first, because you could try to guess where the deposits are. Now it would make much more sense to get the scanner first, so you can start scanning before you can drill for the resources, because it's an active process now.

Thus I propose that the research gets swapped and you need Multianalyzer only for Ground-penetrating Scanner and the latter for Deep Drilling.

I did swap them for myself via a patch operation, but I don't really see a reason for them to not be swapped in vanilla too.

Bugs / WeaponTags dont work for weapons without costlist/workToMake
« on: October 02, 2018, 07:12:46 AM »
If a weapon is created by a RecipeDef instead of using a CostList and WorkToMake in it's ThingDef it will not work with weapontags. Meaning Pawnkinds cannot get the weapon through the weapontag. Fixing this either requires setting a manual market value or adding WorkToMake and a CostList.

The confusing thing about this bug is that the weapons seem to have a proper MarketValue based on the RecipeDef if they are seen in-game as item - even if no CostList, WorkToMake or MarketValue is set. This market value is however not correctly calculated during PawnKind WeaponGeneration.

There is apparently also an issue in general with this system, as no matter the budget the pawns have, they rarely spawn without any weapon (no config error). Some of my custom pawnkinds with custom weapontags (and essentially infinite budget) spawn without weapons about 10-20% of the time. This does not seem to affect vanilla pawnkinds or weapontags.

Bugs / Tough trait affects shield belts and armor
« on: September 30, 2018, 12:45:25 PM »
Pawns with the tough trait get their damage reduced before it's calculated for the shield belt, meaning their shield belt takes half damage, or in other words: Their shield belt can absorb twice the damage.

Bugs / Art: Brick pattern missing on Wall Atlas (1, 5, 11, 12)
« on: September 08, 2018, 02:34:05 PM »
See attachment. I saw this when working with assets from version .1981 - but I checked in .2009 and it's still there.

1/5 = vertical brick pattern missing entirely on the right side, compare to 9/13
11/12 = only a single vertical line missing, circle shows where, compare to 3/4

Stable Branch ingame screenshot of issue:

"Literally unplayable"

On a serious note: Planks has similar issues, but they aren't really apparent, except for image 1/5 - because planks are much more random in their pattern anyway.

Releases / [1.1][SYR] Syrchalis' Mods
« on: August 23, 2018, 08:49:56 PM »

Bullet Casings
Coffee & Tea
Door Mats
Glowing Healroot
Harvest Yield
Light Radius
Metallic Batteries
Prosthetic Icons
Prosthetic Table
Scar Removal
Set Up Camp
Stone Rebalance

If you use my mods, consider giving me something for my hard work:

All downloads are here in this list. Below are details on each mod and what they do.
Non-steam downloads are available on GitHub under releases. The buttons above link to that directly.

If you are reporting a bug, please copy/paste this form and replace the brackets:
Code: [Select]
[b]Mod:[/b] (the mod that is affected)
[b]Output log:[/b] (link to hugslib output log or pastebin or downloadlink etc.)
[b]Description:[/b] (try your best to describe the issue)

Help / Component / Advanced Component Art
« on: August 22, 2018, 06:02:02 PM »
Does anyone have the copper coil component and the black/white advanced component art? They were used briefly in versions 1.0.1950-1960 I think and have since been replaced by the psuedo-3D versions of the old components.

Releases / [B19] Blueberries
« on: August 21, 2018, 03:27:20 PM »

Adds blueberries, blueberry wine and bluciferum

Blueberry bushes are slow growing, rather sensitive to fertility and have a ramp up period. They yield blueberries which can be ingested to help with recovery from illness. They can also be made into mash which can be fermented into valuable blueberry wine or processed into Bluciferum, a drug similar to penoxycyline which is taken after infection (instead of before like penoxycyline) to help with recovery.

They can also be used as food or made into meals, however that is not a very efficient way of using them.

In-depth information
Blueberry bushes need 12 days to grow and 8 days after harvest. They do not need to be replanted. They yield 8 blueberries on harvest. Fertility sensitivity is 125%, so try to find rich soil.

Blueberries themselves can be eaten one at a time, at high speed. They never give food poisoning, but the nutrition is not better than the other crops, so they are bad as food, because they grow slowly. They will however grant the blueberry buff for 3 hours (stacking) so use them as tribals to help with diseases.

Blueberry wine acts mostly like beer, but gives more joy and makes a bit more drunk. It also grants a full day of the blueberry buff. It's luxury to use it as beer substitute, because it's main purpose is as trading good. You can earn twice as much with blueberry wine than with beer. However it needs twice the fermenting time, so make sure it doesn't get ruined by temperature.

Bluciferum is made from four blueberries and one neutroamine. It gives the blueberry buff for a day as well as another buff that gives immunity gain speed. Side effect is tiredness.
IMPORTANT: Bluciferum acts as 100% tend for muscle parasites and gut worms (even if they are already tended!) and it reduces the remaining duration of fibrous and sensory mechanites by 2 days. Instantly cures food poisoning.

Universal Fermenter
This mod comes with the mod "universal fermenter" - as user this is pretty much irrelevant for you. The fermenting barrel gets replaced by a universal one which can ferment different things, depending on it's setting. However, this means if you add this to an existing save in which you have fermenting barrels, they might disappear - either way, you will need to reconstruct them, as your old ones will not be automatically replaced by the universal ones.
Originally Universal Fermenter is made by Kubouch
Updated to 1.0 by me
Blueberry plant texture is from VG


Releases / [B19] Coffee & Tea
« on: August 19, 2018, 07:29:47 AM »

Adds coffee and tea. They are plantable drugs, similar to smokeleaf and psychoid, however they are not addictive. They don't require research. Brewing tea or coffee can be done at a stove or campfire. They provide very different benefits and are mutually exclusive.
- Restores rest
- Increases hunger rate
- Decreases tiredness rate
- Increased consciousness and work speed
- Small mood buff
- Increased effect after two cups
- Restores a little food and rest
- Decreases hunger rate
- Increased learning speed
- Large mood buff
The effects they grant are mutually exclusive. Drinking coffee will remove the tea effect and drinking tea will remove the coffee effect. Both bewerages grant joy in form of luxury, a new type of joy.

This mod comes with a small C# assembly that allows removal of hediffs by ingestion (interesting if you are a modder and want to use that class) and a patch to the way pawns act. They will avoid drinking tea if they have the coffee effect and vice versa.


Releases / [B19] Syrchalis' Prosthetic Table
« on: August 11, 2018, 08:20:29 AM »

Adds a single workbench for all prosthetics
Removes prosthetic recipes from the machining table and fabricator and puts them into a new workbench. Very useful to make your long list of bills less cluttered.

This is mainly an enhancement to vanilla, however it supports all mods that use the fabricator and machining table. For example [FSF] Vanilla Bionics Expansion. Mods that have their own workbenches are generally not supported, mostly because there is no reason to.


Releases / [B19] Set Up Camp - once again
« on: August 08, 2018, 01:35:14 AM »

It's time to set up camp again. For all your caravan managing needs, you can now set up camp anywhere. Camp map size is customizable and map duration is unlimited.


[1.1]New update - major features:
Random seed - you will get a different map every time you set up a camp on the same tile now.
Leave Timer - after 1-30 days you will be forced to leave the map, this can be configured in the settings, moving the slider to the far left OR right will turn this OFF!
Abandoned Camps - the tile will be blocked after leaving, similar to abandoned settlements, BUT this "abandoned camp" will vanish after 1-180 days, this can also be configured in the settings and also turned OFF by moving the sliders to the far left OR right.

Originally by Nandonalt
Re-coded and improved by Syrchalis
Assistance provided by spd, potatoclip

Note: I know the 1.0 unstable has been renamed to 0.19 - the about.xml reflects that, but I will keep it as title and version number for the future.

Introducing the Harvest Yield Patch.

You think you know what the stat "Plant Harvest Yield" does? Well, let me surprise you - it does NOT increase the amount you get when you harvest plants, like "Mining Yield" does for ores.

It merely gives you a chance to fail below 100%, above 100% you do not gain anything.

This changes now! This small C# patch changes the method when harvesting plants so that below 100% nothing changes (you still have a chance to fail, but get 100% of the amount IF you succeed) - but above 100% you get more from the plant. If you have 177% plant harvest yield and the plant usually gives 10 berries, then you now get 17 or 18 (random).

Important: This mod removes the max values from all "yield" stats. This includes: MiningYield, AnimalGatherYield, PlantHarvestYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency. Meaning those stats can now be more than 100%. If you don't wish this for any of these stats, go into HarvestYieldPatch/Patches/HarvestYieldXMLPatch.xml and remove the defNames of the stats you don't want edited.


Thanks to Mehni and spd, potatoclip for help with C#, because I'm a total noob.

General Discussion / General 1.0 Art Feedback Thread
« on: July 31, 2018, 08:24:56 AM »
It feels like there is a need to talk about changes to visuals in general, mostly textures for items, but also other things. We had a big discussion about the meat already, which promptly got changed, because - let's be honest here - bright red meat cubes aren't nearly as great as flesh-colored stacks of steaks.

Post here any feedback related to visuals of any kind in Rimworld. This will allow the main thread to focus on gameplay experiences. I know visuals have a great deal of subjectivity in them, but that's fine, we are just here to voice our opinions, not force anyone to share them.

Current feedback from me:
Radio button during difficulty selection is barely visible when selecting merciless

Silver looks like potatoes; the old graphic had this amazing combination of looking "somewhat like coins" but also "somewhat like a resource". It took some time to get used to the first iteration of the 1.0 graphic, but I've grown to really like it, even though it doesn't look like coins in any way. It is currently my favorite. I dislike the newest version the most... because potatoes.

Before 1.0

First 1.0 iteration

Current 1.0 implementation

All plants should have immature textures. This is simply due to readability reasons. It allows players to immediately see when a plant is ready to be harvest. This also includes trees which do not have any immature textures right now.
My take on healroot:
(Old immature, old mature, new immature, new mature)

Personally I have modded nearly every crop to have immature textures. I haven't started with trees yet however.

What could use an upgrade is the Sun Lamp:

Maybe something like the one from vegetable garden?

Releases / [B19] Syrchalis' Prosthetic Icons
« on: July 29, 2018, 02:17:14 PM »

Adds icons to every vanilla prosthetic and implant. Also adds a special texture for stacks of implants in case you have a mod that allows you to stack them.

2.0 Update:
Patch Operations have been replaced by C# code that looks for key words and assigns textures and colors accordingly. This means that instead of relying on compatibility on the side of this mod it now relies on mods that add prosthetics to use the right words in their defnames.

The result is that basically any mod that adds any prosthetic is compatible now.

Modders: Look at Github for a guide to making your mod compatible.


Help / Mass Capacity
« on: July 23, 2018, 05:11:56 PM »
First, I'm talking about mass capacity, that is the weight a pawn can carry when caravaning/in their inventory, not carrying capacity (how many items they can carry when hauling).

How would one edit this value for a specific animal? The workaround-ish method would be to adjust their body size and leather/meat amount. So e.g. for Muffalo I gave it 5.0 body size and reduced leather/meat to 12/38 - this way they give the same leather/meat as before, but can carry a lot more in caravans. It's 35kg*5=175kg.

But can't I edit the mass capacity directly?

Help / Texture Paths?
« on: July 21, 2018, 02:10:30 PM »
Alright so the latest update completely destroyed half of my mods, mostly due to their texture paths not working anymore. I've been trying to fix them, but so far I had no success whatsoever. My self-created mods with wonky texture paths are working fine however and I really don't get what the difference is.

Usually I just put in the texture path like this:
Code: [Select]
And the file is directly inside the Textures folder. But even some files which are in deeper folders work fine, yet in other mods they don't. No matter what I tried they don't work and I don't get it.

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