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Messages - mazacik

#1
Outdated / Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
February 10, 2018, 04:24:19 PM
Does natural organ rejection ever go away?
#2
Herro, can you update the non-steam download? I don't like using steam to download mods :-/
#3
Releases / Re: [B18] Remote Explosives (1.13.1)
January 12, 2018, 07:55:45 PM
Any way I can make the sleeping gas put pawns to sleep faster? I wanted to make a trap using two foam charges to seal off a room's entrance and exit and then the sleeping gas.. but it takes like 20-30 seconds for raiders to fall asleep, long enough for them to just dig out of the room :-/
#4
Outdated / Re: [B18] Custom Death Randomness
December 07, 2017, 01:55:34 PM
Nice work! :-) HugsLib didn't exist back when I made the mod, thus it was difficult figuring out and fixing compatibility issues and keeping up with updates. I also don't play Rimworld nearly as much anymore. Next time I do a playthrough, this mod will certainly be a part of it.
#5
Outdated / Re: [A17] No Death Randomness, Fitness
June 08, 2017, 10:47:57 AM
Quote from: Thundercraft on June 07, 2017, 03:35:54 PM
There are several comments on the Steam page for No Death Randomness who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.

Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)
Done, here you go. The chance is 25%, for both people and animals. I hope that's fine.

Quote from: KeenKrozzy on June 07, 2017, 07:34:56 PM
I also made this mod, but I have not released it because of yours. I bent the knee.

I am probably going to mix it up and add a mechanic or something. If you were thinking of doing that as well, PM me and we could work together if the Gods will it.
What exactly do you have in mind? I feel like the more complex this mod would be, the fewer people will use it. Do let me know, if you have a nice idea, I'm willing to help you or give feedback/bugtesting/whatever. If you want to make/release your own version of this mod, that's perfectly fine too.

Quote from: enosu on June 08, 2017, 09:01:18 AM
I opened main.cs and I am super confused. I thought all I would have to change would be a value like 67 to 30 or 20. Did you write all this manually?
Opening main.cs and changing the value is far from enough. The mod itself is in the Assemblies folder, the Source folder is for people that want to look at my code and play with it. You have to open the entire project (.sln) in Visual Studio or other similar program. There you can edit all the .cs files, their properties and the project's references, but any changes you make will not appear until you compile the code. What I did to make this mod is, take RimWorld's code, copy the part that handles pawn death (CheckForStateChange), remove the part where pawn dies 67% of the time on getting downed, make other necessary changes so that the code can compile again (meaning fix literally every single line), set up detouring stuff (so RimWorld actually uses my code instead of it's own), hit compile, profit.
#6
Outdated / Re: [A17] No Death Randomness, Fitness
June 07, 2017, 05:16:34 PM
Quote from: Thundercraft on June 07, 2017, 03:35:54 PM
There are several comments on the Steam page for No Death Randomness who are asking for a version that reduces death randomness from 67% down to something like 20% or 30%.

Several of us would appreciate it, myself included. Reducing the death randomness is less OP than removing it entirely. (And there are at least one or two non-lethal weapon mods now which are truly non-lethal even without this mod.)

I never noticed there's a steam workshop page for my mod, lul. I can make the version tomorrow, rn I'm too tired to start up visual studio and change things up. Also, if anyone has an idea for another version they'd want, let me know, I'll try to make it as well.
#7
Could you add a dropbox/mediafire link please?
#8
Outdated / Re: [A17] No Death Randomness, Fitness
May 25, 2017, 06:22:23 AM
The Fitness mod is back for A17, completely rewritten and much more compatible (hopefully).
#9
Outdated / Re: [A17] No Death Randomness
May 24, 2017, 07:18:23 PM
Quote from: Cabdono on May 24, 2017, 02:43:29 PM
Is there any way to "turn it off"  for animals or it just works for both animals and humanlike?
It works the same for animals and humans. I could easily do a version where animals still die randomly, but I don't see the point.
#10
Outdated / Re: [A17] No Death Randomness
May 24, 2017, 04:02:37 AM
Updated the death randomness mod to A17. The fitness mod was in my opinion made obsolete by Change Dresser. However, if the author does not update said mod to A17, I will update (rewrite, I lost it) mine to A17. Let me know if you want it.
#11
Outdated / Re: [A16] Mazacik's mods
May 21, 2017, 10:53:52 AM
Trying to get things working for A17. The way I did things in A16 doesn't seem to work anymore, pawns just don't get downed from pain. Something about pain thresholds must've changed. I'll try to figure it out, but if that's the case, chances are I'll have to rewrite the entire mod because that's easier than modifying the A16 version to work with A17.
#12
Don't let this idea die pls. This and somehow improved enemy raids needs to happen.
#13
Raiders never appear with any of the armor/weapons from this mod, is that intentional? I'm not using feral or federation, or any other mods except very basic ones.
#14
Quote from: spoonshortage on December 23, 2016, 07:37:06 PM
Quote from: mazacik on December 23, 2016, 06:50:20 PM
I updated the mod to A16, here you go. Note that this is an unofficial update, problems might occur; If they do, that sucks, wait for the official update.

Mazacik, the mod has already been updated to A16 days ago...I posted it here: https://ludeon.com/forums/index.php?topic=24578.msg286073#msg286073
I will update the smaller extra versions after the holidays.
Also I'm not sure which version exactly you updated in your files but it looks nothing like the current ADogSaid xD

Oh wow, you're right, for some reason that was the version I was using the entire A15. It works, though :P Also, you say the mod was updated to A16 days ago, it might be a good idea to post it on the main page, people (me) may not notice a comment saying it was updated.
#15
Outdated / Re: [A15/A14/A13] Aristocat's mods
December 23, 2016, 07:37:18 PM
Quote from: Adalah217 on December 23, 2016, 07:16:26 PM
Quote from: mazacik on December 23, 2016, 06:41:15 PM
Okay, here is the unofficial A16 version.

Appreciate it! The biggest reason I wanted the modpack was to get rid of vancidium and advanced components, but seeing as you simply used EPOE's A16 mod here, it's still present. Oh well. Thanks so much!! Already feels like a much more complete game!

Oh, right, so that broke. I could fix it, but not today, for obvious reasons. Sorry :)