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Topics - Halno

#1
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!
#2
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?
#3
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?
#4
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?