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Messages - Ashnal

#1
Releases / Re: [1.0] automatic Rimworld mod sorter
January 31, 2019, 02:12:14 AM
I don't see why. An update for Fluffys could pull the list straight from your github.
#2
Releases / Re: [1.0] WeaponsAndOutfits 2018-1-6
January 06, 2019, 05:44:33 PM
Super happy to see this.

Unfortunately I can't use it because I used Infused and Outfitted. I'd love to see compatibility, and I notified Charlotte (NotFood) on the Outfitted mod page of it. Also, any chance for supporting Simple Sidearms? I'd love to see another selection window for sidearms as a part of outfits, with the stat priorities from outfitted. That's the dream.
#3
I've had this issue while trying to cook up my perfect mod cocktail. I have a bad tendency to grab a lot of small tweak mods and only a few content mods to ensure no overlap. I've also been working on my own mod which is in here as well.

That said, I'm at 282 mods, you can find the list in the modlist.txt

This set of mods takes ~20 minutes to load to the main menu.

CPU: i7 6700k @ 4.5 GHz
RAM: 32 GB DDR4 @ 3000 MHz
SSD: Samsung  850 EVO 1TB
OS: Windows 10

EDIT: I had Run in background enabled for this, and the game was in the background while I was browsing the internet. Also, I'll have to look at that network adapter disable fix. I have 8 network adapters between Ethernet, WiFi, VPNs, and WMware.

EDIT 2: Re-loaded with verbose logging. Forgot to time it, but it felt similarly long. Only changed my loaded mods a little bit.

[attachment deleted due to age]
#4
Just wanted to drop in and encourage updates for the new version. Patches and xpaths can be very useful, so I'm hoping you've got them down now. I really like your weapons.
#5
Quote from: Harry_Dicks on January 30, 2018, 09:54:20 AM
Quote from: Canute on January 30, 2018, 09:18:16 AM
No the 3 colours for pipe arn't reserved for hot/cold/... they are just 3 pipe system like at Redist heat upper and down pipe.

I never said anything about that, you are misunderstanding me. Where did I even mention a difference among the colors of different pipes?

I am talking about passive temperature changes through pipes. So if you have two rooms with a hallway between them, but they have an isolated network of just a vent in each room, with the pipe running between the two rooms, through the hallway, connecting both vents. The "air" should still travel a bit through the pipes from just passive temperatures changing, more so than regular temperature adjustments between rooms in a base, that are not connected to each other via an unpowered duct network.

Please, Canute, have more faith in me. I know if I am being an idiot or not, and will say so if I am unsure of something. However, if I am confident in my answer, I will let it be known. That is a personal fact about me, that I can say I am at least smart enough to realize how fucking dumb I am. ;)

EDIT: This is what I am talking about, and it does work for Red Is Heat.

Sorry, this is bothering me too much. But the name of the mod is RedistHeat. There's a T in there. Between the S and H. It's short for Redistribute Heat. Not Red Is Heat. Which makes no sense.
#6
I was thinking, it might be nice to have some way to restrict what kind of clothing items can get infusions. That way we could, for example, restrict infusions to only shirts and hats and such. I say this because I like to play with Medieval Times, which adds boots and gloves, which can sometimes get infusions. Adding infusions on these new equipment types onto those from the other clothing slots can essentially allow for crazy stacking due to the amount of clothing items that can be worn at once.

Unfortunately, balancing effects via the config files doesn't solve this problem. You can make the effects really weak such that stacking 7-8 of the same effect is balanced, but then finding individual equipment pieces with tiny bonuses is no longer fun. I'd much rather prevent infused socks from happening at all, that way there's one less stackable slot to balance for. If you could restrict infusions to just one category of torso clothing, you could make strong infusions that are fun without worrying about unbalanced stacking.

Just my thoughts on balance as someone who uses Medieval Times and Apparello 2, which add lots of clothing items, and tend to make infused grossly overpowered :)
#7
Quote from: keks1990 on January 25, 2018, 05:17:43 PM
Sadly I have to agree to the mentioned bugs...

It`s such an awesome mod but with the current flooding/rain it`s almost unplayable. Started with a colony that landed on a rainforest tile. Everything was pretty fine until it started to rain...

On the left side of my base a small puddle formed and on the right sight the river flooded. I coped with it and changed a few structures but now I think I must abandon that save. There is no way I can recover or fix this. The puddle turned into a huge lake that is still growing and killing off everything on the left side of the map and the river is almost an ocean by now that wrecked half my base and crops.

Rainforest turned into waterworld. Not even pumps or terraforming in godmode keeps the water away. It just plops back up in a few seconds. There is just a small strip of land left in the middle...

I think you just got an unlucky map. I'm living in a tropical swamp and I definitely have seen flooding like you mentioned, however it only floods into already unbuildable areas, so it never really disrupted my base. The water always shrinks back to normal over a couple days after the rain stops. I'd recommend giving it another go on another map :) Try a tropical swamp, it's rather interesting. I will say that a lot of the map does flood, but it's in a way that can be planned for.
#8
Love your weapon art Lewis!

I was wondering if you could make a small adjustment to the Gauss firing sound. It kinda sounds like a flashbang going off and grates on my ears a bit. Would it be possible to lower the relative volume of this firing sound? Or perhaps make it sound less sharp/harsh?
#9
I really hope the NPS author can iron it out. It's one of the coolest mods for Rimworld I've seen ... But it needs to play nice with everything else.

Also, I was curious, does Editable Backstories change a lot of backstories to not have "incapable of" labors? I've noticed a lot less restricted work types since including it.
#10
Adding to the NPS issues, I'd love to see the terraforming options be able to be used with NPS terrain types. They don't work with wet soil at all, which makes terraforming a rare occasion when you live in a swamp.
#11
Love your work Lewis. I used to play A16 with your weapons all the time. I eagerly await the full release.

I definitely approve of balance that makes the new weapons only a little better than vanilla. Power increases can be fun, but due to the random nature of Rimworld, lopsided tech fights occur and need to be winnable for either side depending on tactics and not just tech.
#12
Outdated / Re: [A16] Camping Stuff v0.1.0
January 06, 2017, 04:46:19 PM
Quote from: Degraine on January 05, 2017, 12:22:31 AM
Usage tip: If you have ED-Embrasures as well, make sure Camping Stuff is loaded before it.

And Reusable Pods works just fine on the campsite maps too, so Cannon Travel networks are possible! The only downside is having to maintain a colonist presence on the map. What would be really nice is being able to choose the size of new settlements, but that's beyond this mod's scope, really.
You know you could just "settle" a new colony at your transport hops. It will show up on the map as one and will not actually need any colonists at it to remain active. Set up camp is mainly useful because if you abandon a colony site you'll get ruins where it was and be unable to make a new colony there again, so horrible for temporary camps. But doing ti the permanent way would work great for transport hops.
#13
Quote from: LewisDTC on January 03, 2017, 01:10:49 PM
Hey folks! Apologies fore the lull in contact and content - I received Xcom 2, Civ 6, Darkest Dungeon and Doom over Christmas and whenever I sit down to work on my weapon overhaul I invariably end up playing one of those instead.

I'll be doing some work on the mod tomorrow however, so I'll do my testing, fixes and so on then. Hopefully I'll get a new version out too, even if there's no new content included.

Thanks for your patience!

From one modder to another (I mod games other than this one) I know how you feel on this one. Sometimes it's good to take a break and go back to what made us love modding games in the first place, playing them!

Thanks for all your hard work! My only real suggestion to add onto this pack is perhaps some "Combat Realism" like features, such as ammo and reworked hits on pawns.
#14
Releases / Re: [A16] EPOE Hardcore Version 1.2
December 29, 2016, 12:53:44 AM
Just my 2 cents, but if the issue is a bionic army on extreme due to an overflowing supply of plasteel via mechanoid raids ....

Why not just reduce the amount of plasteel you get from disassembling?  You might also want to reduce the advantage a Disassembler/Butcher gets from manipulation/Sight as well.

This way you can have tons of mechanoids dying at your doorstep without having enough for a bionic army.

So my suggestion of a way forward, have two mods. The re-organization and tweaks you've made are great for everyone, not just those that play on extreme. SO the first mod would be the improved EPOE proper, with costs balanced for a plasteel income of playing on rough or below. The second mod, would act as a modifier to be loaded in conjunction with the first, reducing plasteel income from disassembly for players who like to play on intense and extreme, getting bombarded by mechanoids without much to obtain from it.

THis way costs stay the same for all players, but hardcore players will have less plasteel income. I stand behind ainsyl's analysis for the actual costs :)
#15
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 10, 2016, 03:05:04 PM
I was confused about the download part too.

Usually you find releases in the "Releases" tab on top of the file list for a github. But you seem to have not made use of that feature. I saw 0 Releases and thought that you might have expected us to compile the mod from source.