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Messages - Halno

#1
Those are awesome :)
I'm glad to have collaborated to this project
#2
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 21, 2017, 03:11:40 PM
Quote from: kaptain_kavern on November 21, 2017, 10:45:00 AM
I don't know if you're aware of, but someone put your mod on Steam. http://steamcommunity.com/sharedfiles/filedetails/?id=1207190116

Just wanted to let you know in case it's not you or something you'd wanted.


I noticed this is happening quite often now...


Anyhow, many thanks for your excellent mods

It's unbelievable how much this happens. and the guy that stole the mod is an agressive fuckwad too.

Anyways great quality-of-life mods, Brit. I'm taking a few lessons from your code.
#3
Help / Re: Reduce movement speed by percentage?
November 21, 2017, 01:35:30 PM
Quote from: DarkSnowi on November 21, 2017, 02:20:16 AM
Hey,

I know that there is a Tag you can use on weapons.

<equippedStatOffsets>
<MoveSpeed>-0.25</MoveSpeed>
</equippedStatOffsets>


The Tag is used after the verbs Tag.

As you can see for equipment it uses the 0 = 0% 1 = 100% syntax. In my example I reduce the Movement Speed by 25%.

I don´t know If the game handles all its percentages like that, but for equipment its basically that, I believe. Real dynamic changing of this value isn´t possible I guess, just adding and retracting more modifiers. (In Vanilla at least)


But, like I said, I am not entirely sure. If someone knows a way I am all ears. :)

This was the stat i was citing, in which the string (-0.25) is a "FloatTwo", different from a value like MiningSpeed where the string is a "PercentZero" value. What i'm trying to find out is if there is a way to make the movement speed tag act as a PercentZero string (Where values are governed by percentage) instead of a FloatTwo (Where values are static changes to a base value)
#4
Unfinished / Re: [B18] Advanced Electronics
November 20, 2017, 09:20:09 PM
Quote from: Vlad0mi3r on November 20, 2017, 09:17:08 PM
Screen shots? better descriptions of turrets etc. I am probably not going to use/install a mod without being able to see what I am adding to my game.

I completely forgot about those, i have no idea why. I'll take a few screenies and post them over ASAP.
#5
Unfinished / [B18] Crystalline Technologies (v0.3 out!)
November 20, 2017, 09:14:05 PM



Crystalline Technologies
For all your technological needs!
(ver. b18 0.3 for RimWorld ver. 0.18.1722)






Description:

This mod aims to add several mid-late game features which make use of the new advanced components, such as turrets, weapons, tools and armor.

This is an early build so expect bugs and balance issues. If you find any of these please do report them to me, so I can eventually fix all of those for an eventual Stable Build!

Features:

*More Turrets! Improve your remote arsenal with the addition of 4 new turrets, each with their strenghts and weaknesses.
*More Weapons! New high-tech variants to the Charge Rifle, each with their own characteristics.
*Tools! New equipable tools that can accelerate a colonists' working speed
*Armor! New high-tech armor that will turn the user into an unstoppable machine of destruction.
*Crafting! A new crafting facility and several new recipes are added for each of the items added.
*Construction! New constructables are added, among them are resilient Brick structures, clay pottery and the Flat-Screen television.

If you want to see a break-down of the features added by my mod, along with some extra information, you can check out this google Spreadsheet where i plan out everything i'm working on.

Download:

Dropbox - B18 V0.3

Installation:

Download and Unpack CrystalTech.zip in your Mods folder. It then can be activated in the Mods menu in-game. Enjoy!

Changelog:


v b18 0.3: Dev Build
= renamed the mod (and all prefixes) to Crystalline Technologies
+ Added Exoskeletons
+ Added ExoArmor and ExoArmor helmets
+ Added Clay as a mineable
+ Added Furnace
+ Added Bricks / Brick walls / Brick floor
+ Added Pottery

v b18 0.2: Dev Build
= added prefix to all defnames, removing any potential compatibility issues.
= Renamed, Retextured and balanced turrets.
- Removed Advanced Components (Was added in B18, yay!)
- Removed Chemfuel Engine (Was added in B18, yay!)
+ Added Primitive Pick and Pickaxe
+ Added Jackhammer/Hydraulic Drill
+ Added Charge Scatter/Repeater/Sniper weapons

v a17 0.1: Initial Release
+ Added Enhanced, Flak, Repeater and Pulse Turrets
+ Added Advanced Components
+ Added Chemfuel Engine
+ Added Coils
+ Configured Research Tree/Research Tab
+ Added flat-screen TV crafting


Planned Features - To do List:

  • Exoskeletons: Wearables that improve working speedAdded!
  • Exo-Armor: Strong armor that hinders work speed, but not movement speed.Added!
  • Synthread Crafting: Synthesis of synthread for use in equipment.
  • Custom Raiders: Elite raiders that will make use of the new Exo-Armor and Charge Sniper
  • Mushfungus: Crop designed to grow on poor conditions that isn't affected by the environment as much

Current Issues:

  • None known, If you find any, Please report!
#6
Help / Re: Specific Raider Type
November 20, 2017, 08:18:32 PM
in Dev Options you can go to Spawn Pawn, at it will show you all types of pawns that can be spawned. If your defs were configured correctly it should show up somewhere there.
#7
Help / Reduce movement speed by percentage?
November 20, 2017, 06:27:58 PM
i'm trying to reduce the movement speed of a pawn when it has equipped a certain armor/item by percentage, looking at the base game we see a few items that reduce movement speed (such as the parka/power armor/minigun, which have -0.03, -0.15 and -0.25 movespeed respectively) however this reduction is always a static value. is there a way to set this value to a percentage, like other work stats?

EDIT: By inspecting the Stats files, i noticed that the work speeds are a PercentZero string, and the movement speed are a FloatTwo string, does that mean that any value that changes the Movement Speed through equipment are made in static integers, or is there another way to implement a percentual change?
#8
Help / Accuracy over 1.0?
November 17, 2017, 09:54:32 PM
I'm trying to make a end-game turret that when in short range (0-15 Tiles) can hit an opponent with 100% accuracy all the time, regardless of environment or cover; By setting the short/touch range accuracy to 1.0 i noticed that several shots were missing their target, so i increased it to 2.0, and when i didn't see much effect, i upped it to 3.0, again not seeing much effect and several missed shots in this range. i tried checking for any forced miss but i didn't see anything out of the ordinary. i want to know if the accuracy is indeed capped at 100% or if i can increase that so that it will never miss within a set range?
#9
Quote from: Alistaire on November 17, 2017, 11:52:57 AM
You could do the following:
I'd guessed that Patching would be the way to go, i'll give a hand at it and see if i do not crash the game into oblivion (again). thanks!
#10
Hello, i'm trying to make a mod that adds several 'advanced electronics' items that the player may build, and one of those is the addition of a constructible flatscreen television. I could add an entirely new BuildingDef for a entirely new flat screen, but that would beat the point. In the game defs the Flatscreen Television already has a standard cost of construction of 100 metal and 10 components, my objective is to add another required item (those being 5x AdvElec_ComponentItem, or "Advanced Components") and to make it buildable after a research is done (in this case, AdvElecMicro, or "Advanced Microelectronics").

I've researched a bit and have seen that one way to change base game files is to use xpathing, would doing what I intend to do be possible with xpathing, and if so, how?
#11
Hey man!
Good mod; gotta admit-
But theres two problems that make this mod a bit hard to play with and two details that would make it easier for us all and more flexible too

First problem: When i use this mod, the letters (font) all receive accentuation and it becomes hard to read, i don't know if its a error with the mod or with my game, but i think its the former
Second problem: When cycling through the professions (backstory) for my characters; i see some lores that would be for adulthood only showing up on the childhood place; same goes the other way around (childhood apears on adulthood spot) and it looks kinda wierd to play with

A detail: You could add a List or pop-up menu for the lore selection so it shows all professions for childhood/adulthood on a single list instead of having to cycle through
Another detail: You should be able to change body shapes, its really annoying not to be able to change that and it would also look better if we could

Other than that, the mod is very nice and all cool!