Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Vlyxnol

#1
Help / In Search of Artists!
June 03, 2017, 08:23:10 PM
Hello I'm the author of the WIP mod, Malfunction.

https://ludeon.com/forums/index.php?topic=33053.msg336815#msg336815

We are looking for a couple of artists to join our team! We have a variety of artwork that needs to be done before we get to a Release Version. I have tried my hand at doing Artwork and I make a mean stick person, but outside of that I have no special touch for this work.

If you are interested in Joining our Team or simply have questions about the Artwork needed Please Feel Free to send me a PM!

Thanks, Vlyxnol.
#2
Malfunction



Important Information:
This mod is NOW playable!
The Mod Name has a chance of being changed in the future!
This mod has unfinished Artwork, Sound, and Advanced Features! For a better playing experience you may want to wait for this to be completed before doing a long play through!

Description:
Malfunction is an Endgame Mod designed to increase the playtime, difficulty, and content of the Industrial and Spacer Eras.

By unlocking the secrets of Nanites, tiny programmable robots, you can learn how to create anything from advanced clothing to even Compact Nuclear Power Generation!


Storyline:

Your start on this world may seem like a peaceful beginning, but a dark menace looms on the horizon to lay claim to territory they fought over long ago with the ancients. A race against time has been set in motion, will you be as prepared for the new Mechanoid threat as the ancients were? Or will you lose everything and perhaps only survive as a distant memory?


Features:

  • Adds an advanced version of the Mechanoids who have begun to invade the planet!
  • Adds new craftable clothing, weapons, power armor, shieldbelts, metals, and resources.
  • Adds several new workbenches.
  • Adds new power buildings and power storage.
  • Adds a new and larger Hydroponics Basin.
  • Adds mintable currency for a small economic boost.
  • Adds Formal Dress Wear with a high social value and a higher sell price factor for a small economic boost.
  • Adds a new research tab with a fully laid out research tree.
  • Adds new difficulty mechanics for Power, Crafting, Trading, Heat Management, and of course Raids!
  • Adds more grow-able plants to the base and added Hydroponics basins, using the Alpha17 Patch Operation.
  • Adds a new upgrade to the Sandbags called Shooting Emplacements!
  • Adds two new Heavy Defense Turrets!
  • The Chemfuel Generator and Basic Hydroponics Basin are now Portable which allows for easier second base or mining camp setups!

Author/Mod Team
PrimaryCoding/Author: Vlyxnol
Artist/Coding: Fluffinator09
Artist: Source
SoundDesigner/Coding: Mellowautomata

Special Thanks To:
Mrofa for some Artwork!
eatKenny for some c# coding!

We are in need of an additional Artist!

Interested in joining our team? Send Vlyxnol a PM!

Compatibility:
This mod should be compatible with all other mods, if you find this isn't the case with a particular mod please let us know!

Recommended Mods:
Hospitality - Forum Thread
Rah's Bionics and Surgery Expansion- Forum Thread

Download
Download from Dropbox - Dropbox
Subscribe to on Steam - Steam Workshop

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Feedback:
We are looking for any and all Feedback!

Since its still early in the development we're looking for any Feedback, but particularly looking for; reporting of bugs, reporting of typos, suggestions in naming things differently, changing of descriptions, balance changes, ideas for features in general, ideas to change current systems, ideas to increase difficultly using a separate base mechanic, and the overall feel of the current mechanics.
#3
Mods / Quick Question, Stockable vs Sellable?
May 04, 2017, 05:31:35 PM
I was just wondering what the difference was between these two values.

~edit I'm of course referring to <Tradeability>
#4
Subject pretty much sums it up, I'm wondering if its possible to have a research, upon completion, lower a specific factions maximum relations to the player. Basically to force hostile relations upon completion of specific technologies.

I think it would be done with the <researchMods>, but i have no idea how to start.

Thanks for any suggestions!

Vlyxnol.
#5
Help / Workbench not functioning[Solved]
April 21, 2017, 01:10:31 PM
[Solved] I figured it out..... :) I didn't create a Work Giver entry for the building so it wasn't handing out jobs.

I am attempting to add something to a mod I like for personal use. The mod already contains a gun but I would like to be able to craft it. I created a workbench based off of one already in the mod, than I created a recipe for the gun that is already in the mod and working.

I get no errors in debug and the workbench constructs just fine, the recipe I created shows up fine also. However after I set the workbench to make a few of said recipes, I cannot interact with the workbench using a pawn, and the item is never made.

I have assigned the recipe to the Machining table for testing purposes and it works perfectly there, but not on the workbench I've created.

~~~~~Here is the Workbench~~~~~

<!-- ========================= Robotic Weapons and Armor (Vlyxnol) ==========================-->

<ThingDef ParentName="BuildingBase_GT">
<DefName>RoboticWA</DefName>
<label>Robotic Weapons and Armor</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>Machine assisted crafting allows for Glitterworld advanced Weapons and Armor Construction.</Description>
<graphicData>
<texPath>Things/Building/Production/RobAssem</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(5,2)</drawSize>
<damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<CostList>
<Steel>1</Steel>
<Titanium>1</Titanium>
<ComputerComp>1</ComputerComp>
<Component>1</Component>
</CostList>
<AltitudeLayer>Building</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>3000</WorkToBuild>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-2</Cleanliness>
</statBases>
<Size>(5,2)</Size>
<DesignationCategory>Production</DesignationCategory>
    <Passability>PassThroughOnly</Passability>
    <pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<recipes>
<li>Produce_APB-1Pistol</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1350</basePowerConsumption>
<startElectricalFires>true</startElectricalFires>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Glower">
<glowRadius>8</glowRadius>
<glowColor>(255,0,255,0)</glowColor>
</li>
        <li Class="CompProperties_AffectedByFacilities">
            <linkableFacilities>
                <li>ToolCabinet</li>
                </linkableFacilities>
</li>
</comps>

<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
</building>
<researchPrerequisites><li>RoboticEngineering</li></researchPrerequisites>
      <placeWorkers>
          <li>PlaceWorker_ShowFacilitiesConnections</li>
      </placeWorkers>
</ThingDef>

</ThingDefs>


~~~~~Here is the Recipe~~~~~

<!-- ========================= Weapons and Armor (Vlyxnol) ==========================-->

  <RecipeDef>
    <defName>Produce_APB-1Pistol</defName>
    <label>APB-1 Pistol</label>
    <description>Anion Particle Beam Pistol mark 1. The compact counter part of the APB-1 Rifle, this pistol projects anions through Hydrogen, creating a neutrally charged kinetic projectile capable of disassembling matter on the atomic level. Accurate and powerful, this weapon will ignite most targets.</description>
    <jobString>Fabricating APB Pistol</jobString>
    <workSkill>Crafting</workSkill>
    <workSpeedStat>SmithingSpeed</workSpeedStat>
    <effectWorking>Smith</effectWorking>
    <soundWorking>Recipe_Machining</soundWorking>
    <allowMixingIngredients>true</allowMixingIngredients>
    <workAmount>15000</workAmount>
    <targetCountAdjustment>1</targetCountAdjustment>
    <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>

    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Plasteel</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>Uranium</li>
          </thingDefs>
        </filter>
        <count>2</count>
      </li>
  <li>
        <filter>
          <thingDefs>
            <li>Silicon</li>
          </thingDefs>
        </filter>
        <count>20</count>
      </li>
    </ingredients>
    <products>
      <Gun_APB-1Pistol>1</Gun_APB-1Pistol>
    </products>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Plasteel</li>
<li>Uranium</li>
<li>Silicon</li>
      </thingDefs>
    </fixedIngredientFilter>
  </RecipeDef>
 
</RecipeDefs>


Thank you in advance, I know its something simple I am overlooking.....

~Edit.    Would I need to start a new game in order for the workbench to function?
~Edit2.    Started new game with god mode and didn't work there also. :(