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Messages - Vlyxnol

#1
In order to get turrets to show proper size with update 0.5.6 you don't need a new save, but you will have to rebuild any existing turrets.
#2
Quote from: DemonLordM on July 04, 2017, 07:39:02 PM
Mhm mod seems enjoyable so far tho i never make it to most of the research i end up dying to manhunting packs of boomrats quite often lately. Tho might wanna look into the trading value of the mod as there seems to be items that cost 0.50 silver or less i remember seeing the nanite pants costing about that much when i bought it from a trader

I'm glad your enjoying the bare bones versions!

I believe you are playing the older, 0.2.8 version which didn't have market values for items finished yet, so yes in that version some items will have a market value of 0.5 silver. However if you update to 0.4.8, all market values have been completed and should make alot more sense!

The only reason I didn't do this earlier was because I wanted to balance out the economy of the crafting system before giving large items their proper values.
#3
Quote from: SpaceDorf on June 16, 2017, 04:46:59 AM
Sadly I think you misunderstood my main wish here : Don't make a all-in-one mod but create a mod-series with subsets.

I have considered making Malfunction into smaller mods, but I really envision needing everything to complete the experience I'm looking for.

For example.. If I were to make the creatures and weapons seperate mods one wouldn't really work without the other, sure you could use a different mod that adds other weapons instead but they wouldn't be balanced properly to combat those creatures, and it would result in a way too easy or too difficult playthough. Also how would you craft the new weapons? This would force you to have to remove the crafting system as well, and once you do that you can no longer build everything else.

Also making this mod into smaller pieces would require a vast amount of work. I have no problem doing this if there is a significant gain, but I don't see that at the moment.

I am open to discussing this further incase there would be a way to do this while maintaining balance and a good overall experience.

Quote from: SpaceDorf on June 16, 2017, 04:46:59 AM
I just remembered the Glitterworld mod, which adds to much stuff at once for my taste. ( without telling my what, which is the deadliest sin of modding ! )

I think the best solution for this is to create a wiki or a detailed item list post.
#4
Possible bug~~~~

I can't seem to find an option or way to repair a broken left tibia.

I have another colonist with broken ribs and i have the option to repair those.

Since replacing the entire leg should be a solution to not being able to repair the left tibia its not a show stopping bug. However i do believe you intend this to be able to be repaired. It could be something I'm not seeing in how to repair this, i assume its like repairing ribs so if this is not the case let me know.

Thanks, Vlyxnol.
#5
Quote from: SpaceDorf on June 12, 2017, 02:30:36 PM
So for the love of my sanity please don't push all that stuff in one mod .. make sensible parts like Jecrell with Chtullhu and StarWars or the RimSenal Mods ( which allready offers some of your features )

You are correct, you could collect a bunch of different mods to accomplish most of, if not all of whats offered here, and I would love to reduce the overall amount of work in my mod by doing this and just add unique things. However the problem with this technique is balancing, I would have no right to balance anything in other people's mod and they would most certainly clash against each other when dealing with resource, damage, or armor amounts.

My goal with this mod is to offer a well balanced mod that adds content and endgame longevity, and unfortunately this can only be done if we reinvent some of the wheel. Now with this being said, I am doing my best to stay out of certain areas with other mods in mind, and will balance this mod to work together with theirs, Hospitality and Rah's Bionics are the two I've chosen thus far though I expect to have others recommended and added to that list.

If you have any more specific mods you think should just be recommend and not effectively remade in this mod please let me know and I'll take a look.

Thank you SpaceDorf for your feedback.
#6
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.
#7
Quote from: PerunPerunowy on June 02, 2017, 12:42:05 PM
IM HYPED FOR THIS

:) That's great to hear! We're about 95% to the first playable version, just waiting on the first batch of artwork to get finished and i'm wrapping up some other minor coding. I don't expect any of the custom sound to make it in the first version, but Mellow is working on it!

Unfortunately I don't know how fun the first version will be without most of the artwork in the game, but it will be functional and it should be enough to get started on balancing and we will continue to add more intricate features as we begin the march to a Release Version!
#8
ToDo List:


Committed:

  • Preview
  • Artwork, Glower Code, Color Options Code
  • Sounds, SoundDefs, Sound Code in Things
  • Multiple factions with different earliestraiddays, Emp Damage c# coding
  • Balance - Combat
  • Deep Core Mining Charge not working
  • Melee Weapons
  • Final Ship Tech
  • Fix bug - Viper possibly not spawning?


Possible:

  • Introduction Youtube-video
  • Change mod Name
  • Background music
  • Coins, c# coding to mimick silver in trade menus
  • Ranged EMP Weapon
  • New, no fuel Graphic Icon for Chemfuel Generator and Nuclear Reactor
  • Advanced Windmill Generator
  • Advanced Tool Cabinet
  • Advanced Research Facility for tier 3 tech
  • Multiple Tiers of weapons
  • Add CompHeatPusherPowered to batteries for added difficulty
  • Nuclear Weapons that cause a toxic fallout incident when used
#9

~~~~WIP Version 0.5.6~~~~
Added artwork for Nuclear Reactor
Created c# Coding for Turret Top Size custom Turrets

~~~~WIP Version 0.4.8~~~~
Market Values for all items Completed.
Completed first round of Balance Changes.
Added 12 pieces of artwork along with glowercode on several items.
Reduced Research Cost of most technologies about an average of 15%
Reduced All Graphsteel Costs in weapons, power armor, and shields by about 25%
Fixed bug where Advanced Mechanoid Units spawn from Crashed Ships
Added via patch operation, base Hydroponics Basin, minified code and Mass to 45, is now portable.
Changed Nanite Hydroponics Basin steel Cost from 350 to 300.
Changed via patch operation, Ground Penetrating Scanner Research, from 7000 to 2000
Changed Chemfuel Generator cost of Steel from 200 to 125 and Graphene from 50 to 25
Added Chemfuel Generator Mass to 18 and Minified Code, is now portable.
Removed Graphsteel ability to spawn underground
Changed Silver Coin market value from 120 to 12 and Gold Coin market value from 1200 to 120
Changed Adhesive Recipe potato cost from 25 to 15
Removed via patch operation, base Hydroponics Basin, Breakdownable code.
Changed Nanite Recipe work amount from 9400 to 6400, Nanites produced from 3 to 2, Graphene amount from 9 to 6
Reduced all Silver coin and Gold coin work amounts by about 1/3
Removed Duplicate Code in Recipe_Clothing
Changed all instances of NanitePants to NaniteWorkPants
Changed all instances of NaniteSocialUniform to NaniteSocialShirt
Adjusted Colors in the Shooting Emplacement Artwork
Increased all Power Buildings Sound VolumeRange and DistRange but about 150%
Changed Nanite Social Shirt workspeedglobal increased from .35 to .45
Changed Nanite Work Shirt and Pants Cloth Cost from 160 to 120
Changed Make Graphsteel Steel Cost from 100 to 75
Fixed bug where Malf Apparel wasn't buyable or sellable on traders due to armor being to high.
Reduced Graphsteel Fuel Rod Graphsteel cost from 8 to 4
Added <tradeability>Never</tradeability> to all buildings

~~~~WIP Version 0.2.7~~~~
Added Batteries Artwork
Added Glower Code for Batteries
Changed Size and DrawSize for Batteries

~~~~WIP Version 0.2.5~~~~
Added a few pieces of Artwork
Added sound for Hydrogen Geothermal Generator
Added Shooting Emplacements and custom Artwork
Added Eliminator Turret
Added Destructor Turret
Added Research for new items
#10
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.
#11
Releases / Re: [A16][MODLIST] Glitter Tech
May 19, 2017, 07:45:32 PM
Quote from: Sam_ on May 19, 2017, 04:45:54 AM
You have made changes to the mod that don't follow the design philosophy or overall vision for Glittertech, and you did it without permission or discussion with me. So, I'll have to say no. You can do whatever you want with your local version, so long as it remains local, it makes no difference to me, but the public version will stay as is.

Please keep in mind that I have no intention of discouraging an active modder for this community. Of course I'm not giving you permission to upload changes to my mod, but perhaps you could shift your efforts to creating a new mod from scratch, with your own ideas.

I understand your decision and respect it, I have not made it public nor will do so in the future as you have requested.

I was only looking to help if you desired it, and I was not intending to receive credit.

Good luck with Glittertech its a good mod and it sounds like your overhaul will make it better.

Vlyxnol

Edit~~~

Here are ONLY the changes I had to make to my personal version to get Glittertech updated to alpha 17. Maybe it will help you.

Replaced PersonalShieldRechargeRate and PersonalShieldEnergyMax with EnergyShieldRechargeRate and EnergyShieldEnergyMax
Added Mass to both shields
Added Description on shields to belts
Changed BodyPartGroups to Waist for both shields
Changed Layers to Belt for both shields
Changed ThingClass to ShieldBelt for both shields
Added careIfWornByCorpse False to both shields
Changed TexPath for both shields to the new ShieldBelt
Removed Commonality under <apparel> as it was produce an error, for all Apparel Items.
Changed <FactionBaseNameMaker> to <baseNameMaker> for both factions
Changed <FactionBaseSelectionWeight> to <baseSelectionWeight> for both factions
Changed Texpath for OCHelmet to Things/Pawn/Humanlike/Apparel/AdvancedHelmet/AdvancedHelmet
Changed BodyPartDef <activities> to <tags>
Changed OTVehicleBodies TurretHull Coverage to 0.85 (TurretActuator's Children Cannot have total coverage of >= 1)
Changed BodyParts both Tracks to <li>MovingLimbCore</li>, trackchain to <li>MovingLimbSegment</li>, and wheelsystem to <li>ManipulationLimbCore</li>

#12
I apologize in advanced if some of this is not purely feedback,

Difficulty: Extreme
Scenario: Lost Tribe (Though I brought chicken's instead of random pet)
Storyteller: Phoebe
Terrain Type: Desert


I really wanted to see how tough a desert playthrough would be in alpha 17, and overall it was quite tough and I did have to do some scumbag reloads to get through it. However overall it was very fun and alpha 17 is shaping up very nicely.

Early on my chickens and people almost ate me into oblivion, but I think they are quite viable. They do still eat alot of food and are no where near worth it compared to hunting, but in the desert meat is scarce and the chickens did work to provide meat.

I didn't get alot of early settlers joining and at one point had 8 prisoners which really strained my food and one particular prison break was pretty crazy. However we eventually recruited most of them and got to a healthy population.

I had alot of caravan requests early that I could in no way fill, they would ask for specific food types that I could not fulfill in time so I accomplished literally none of them. Maybe if caravan requests were asking for just "food" instead of a specific food it might be more manageable. It seems odd from a story standpoint that a starving city would want a specific food instead of just any ole type.

I had a few stash's of which I did two, and let me tell you was it a fun and rewarding experience. I think bandit outposts and stashes are an amazing addition to Rimworld, you guys really did good with this. I really liked the base designs as well, they were challenging and felt like puzzles to be figured out.

The only thing I feel torn about is trading, at the moment there is a 50% multiplier when selling and 150% when buying, which feels really gimmicky and cheap as the player. I feel ripped off on every deal and I have no option to get a better one. However I really do like the pace of the economy now, it feels difficult and fun. The only idea I have here is to give the trading caravan or faction base its own negotiator to hide some of these numbers behind him and give them a bit of randomness so the player can shop around or take advantage of better prices.

PS: We had to get into the business of making and distributing PCP (flake) in order to make enough money which always leads to fun! :)

All in all, Great job on Alpha 17!
#13
Mods / Re: Quick Question, Stockable vs Sellable?
May 09, 2017, 11:48:27 AM
Quote from: Alistaire on May 08, 2017, 02:57:39 PM
namespace Verse
{
public enum Tradeability : byte
{
Never = 0,
Sellable = 1,
Stockable = 2
}
}


Never tradeable. Traders won't sell this nor buy it.
Sellable by the player, e.g traders will buy this item. They will however not generate this item in their stock.
Stockable by traders, e.g they will buy and sell this item.

When deciding which items the player can sell (left side of the trade screen), the game chooses items with tradeability (which is a number, basically) that is not Tradeability.Never (!= 0) which in this case means it has to be Sellable (1) or Stockable (2).

When generating stock, the game chooses items with tradeability equal to Tradeability.Stockable (== 2).

Thank you Alistaire! This is what i suspected but I wasn't 100% sure. I've been trying to limit certain custom items from being stockable, and this information + <tradeTag> should allow me to do that.
#14
<movementCostMultiplier>0.5</movementCostMultiplier>

Wondering why all roads have this same 0.5 multiplier? Shouldn't better roads be easier to travel on? I'm not saying they should be drastically different, maybe the best road be 0.35 and the worst be 0.65?

Also has anyone seen how to make roads ourselves? At the moment i'm assuming its not implemented but maybe I missed something.
#15
Flagstone vs Tile costs?

I'm kinda curious why these would cost the same amount. I like the fact that flagstone produces fast, but shouldn't it also be cheaper in cost? I know beauty is neutral for it compared to the 1 for Tile, and that offsets the construction speed, but shouldn't the fact that you can't remove it for resources have an offset as well?

Also doesn't the slower construction speed of Tile allow for skill gain faster? I would think construction cost and construction speed should directly correlate so you gain the same amount of skill per resource spent.