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Messages - sumghai

#226
Quick update:

The WIP version of Combat Extended FastTrack Edition now supports ALL* Rimmu-Nation and Red Horse Faction mods!

  • [RH] Faction: Elite Crew
  • [RH] Faction: Last Man Mercs (tanks also do CE damage!)
  • [RH] Faction: Militaires Sans Frontieres (now with working CE implementation of tranquilizer ammo! a bit OP though)
  • [RH] Faction: Task Force 141
  • [RH] Faction: The Ghosts
  • [RH] Faction: Umbra Company
  • Red Horse Furniture
  • Rimmu-Nation - Clothing
  • Rimmu-Nation - Weapons

Athena is still putting the finishing touches before an official release, but if you want to run a CE game right now, delete your existing copy of the original CE mod and install the FastTrack version instead from here:

https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack

*The ones that add weapons, apparel and factions, that is

#227
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.7 - 15 June 2019
---------------------
- Update compatibility with new versions of Multiplayer
- Implement versioning metadata files for Fluffy's Mod Manager and ModSync
#228
Heyo CP, I want to reiterate that I'm especially grateful for all the work you've put into your mods, and that it's been a continued pleasure working with you making CE compatibility patches for them.

I know how it feels to not only lose access to your only working personal computer, but also (nearly) lose all of the data on it - since a close call over eight years ago, I now religiously back up all my data to three different locations - two identical external hard drives and a US$1.99 (~£1.60) monthly subscription to an expanded 100GB Google Drive online backup. It was a very costly investment as I was also a student at the time, but data recovery is much more expensive with no 100% guarantee of success.

Anyway, take your time to save up as much money as you need for the data recovery, see if you can get a loan from friends or family, and most importantly - look after yourself.

Should you eventually feel completely discouraged from RimWorld mod development, I'm sure many of us users would be happy to work together to take over development and maintenance of your mods - just tell us to jump and we'll ask "How high, sir?"


QuoteASIDE: Combat Extended Fasttrack project

As previously mentioned, I am working RaptorX and AthenaSulisMinerva on forking Combat Extended to better support all Rimmu-Nation mods, as well as more mods in general.

The rationale behind this is that NoImageAvailable will only be doing occassional bugfix releases of the original CE mod, since he is now focusing on his own non-RimWorld game projects. This also means he is not accepting pull requests to add compatibility for other mods, unlike in the past.

Therefore, we are calling our fork the Combat Extended: Fastttrack Edition, with the intention of more frequent updates to support more new third-party weapons and apparel mods. We will keep our underlying codebase updated with the original CE GitHub repository, as that is allowed by CE's original licence, but we will also add/maintain new ammo and projectiles as needed.

Users wanting to run Rimmu-Nation mods with CE right now should completely delete their existing CE mod, and replace it with the Athena fork:

https://github.com/AthenaSulisMinerva/CombatExtended/archive/master.zip

In the future, we will update the release description and version number to better distinguish it from the original CE. More details to follow.
#229
dark309, make sure you completely replace the original CE with the forked version, as the fork contains the extra ammo crafting definitions you're apparently missing.

As for the turret mods, those have nothing to do with the patches for Rimmu-Nation mods. Check that it's not those mods causing problems themselves - you may have to figure that out by manually disabling/enabling each mod one at a time, in a process of elimination.

FYI - I've just relocated to an Asian country with strict internet censorship, so I may be a bit slow to respond to questions here.
#230
I've updated the OP with a couple of known issues - stock visitors not using Terminals, and Prisoners with access to their own Terminals in prison cells being able to replicate meals disallowed by their individual meal policies.

Dubwise is investigating them, but no ETA on fixes.
#231
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
#232
Okay, I've reproduced the issue on my end with just Core and Replimat.

This is strange, because I swore it worked just fine before.
#233
In Dev Mode, you can use the -20% food tool to repeatedly make pawns starve.

Use that on your visitor pawns repeatedly until they eat up all their packed meals, and then your visitors should start using the Terminals.
#234
Quote from: rawrfisher on May 25, 2019, 11:12:44 PM
I sometimes have maps where pathing bugs out and visitors/caravans get stuck at my base and cant leave.  I view it as extra guards and when their animals die free loot with little to no penalties.  I would rather not have to wait till they pass out from hunger for them to eat tho which is why I place a replicator terminal near em but they wont use it.  If they use them by default then its due to a mod conflicting with guest food restrictions.
Even without any other mods installed, visitor pawns will always eat meals from their own inventory first before using Replimat Terminals.

As I mentioned in my last post, I can probably patch all non-colonist pawns to never spawn with food in their inventory, so that they will use Replimat Terminals immediately (although as previously mentioned, there may be unforeseen consequences).

I don't think it's possible to modify the Harmony patch for the food source priority job driver for colonists and visitors, because as far as Dubwise and I know, that job driver applies universally to all pawns.
#235
Quote from: rawrfisher on May 25, 2019, 10:20:29 PM
Would an option to allow visitors to use a replimat be reasonable?
In theory, visitors from both the stock game and Orion's Hospitality mod can already use Replimat Terminals.

In practice, all visitor pawns usually bring their own food, which they will always prioritize eating from first over Replimats and any other food source. I could probably patch all visitor pawns to not bring food, but I don't know what adverse effects may come from doing so.
#236
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.6 - 26 May 2019
---------------------
- Fix transparency matte for all textures
#237
As a player, I'm probably going to hold off on updating my own copy of RN Weapons until the melee update, as it is important for my colony/outpost to retain the ability to manufacture grenades and maintain its inventory.

Quote from: Chicken Plucker on May 16, 2019, 09:21:20 PM
Quote from: sumghai on May 16, 2019, 05:05:19 PM
Quote from: Chicken Plucker on May 15, 2019, 03:17:04 AM
Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.

Oh I see, thank you!

I don't plan on giving any other factions backpack though, even though you have patched it for CE it sadly remains unpatched for vanilla
AFAIK, backpacks aren't really needed in vanilla, so I wrote the patch to only patch the backpacks for CE and equip faction pawns with backpacks if CE is running.

The reason for the whole backpack rigmarole is because CE handles pawn gear/item capacity differently to vanilla:

  • In vanilla, RN faction pawns can carry up to 35 kg of gear/items, including armor, weapons and RN MREs, Nuka-Colas etc.
  • Combat Extended imposes an extra CarryBulk (i.e. volume") capacity limit to pawns, so a pawn cannot carrying extra items that exceed either the bulk or mass limit, whichever comes first.
  • Combat Extended also generally tries to make sure all pawns with weapons are equipped with the appropriate ammo, which again adds more mass and bulk.
  • In the context of RN factions, what usually happens is that every time a RN faction pawn gets spawned, they get loaded all with all sorts of armor, MREs, Nuka-Colas, medkits, which often exceed the default CarryBulk limit; this means they have no capacity to carry any weapon, or if they do carry weapons, they don't have ammo to go with it.
  • The RN factions that include backpacks are patched so that the RN faction pawns wear those backpacks, raising their CarryBulk and mass limits, and thus giving them more room again to carry weapons and ammo.
  • Consequently, without the backpack patches I already included, your hostile RN faction pawns will arrive on the map without being able to fight immediately, or possibly even make a beeline for your colony's ammo stores and get shot up by your colonists on the way - a hilariously bad gameplay scenario.

If you don't want to bother with making backpacks for use with CE, that's fine - I can just patch your faction pawns to use CE's own backpacks, although they don't look as nice as yours.

I won't raise this issue again, but I thought I'd just provide the full context behind it.




Aside - here's a quick little showcase of a outpost I built using CE, RN, LWM Deep Storage and RimNGE - NERV Odawara:


(Full size)

(Entire map for scale)
#238
Quote from: Chicken Plucker on May 15, 2019, 03:17:04 AM
Thank you Sumgai! However there's issues with attaching Jec's backpacks to factions. That's why I haven't made them, upon trying to make them a required apparel for pawnstypes to wear, a bunch of errors are thrown at me that I frankly don't wanna bother Jec about for now
I think you've misunderstood me.

Your Ghosts faction pack already includes an backpack apparel item, which I have successfully patched to work with CE. What I'm saying is that you do the same for Umbra Company, so that I can also patch it. This feature is not dependent on anything Jec does pluginwise.
#239
No worries, CP. Oh, here's another one:

CE Patches for (RH) Umbra Company
(Note: CP, please create a unique backpack for these guys, so that they can carry their gear and ammo in CE)

I'll let RaptorX tackle the CE patches for MSF (since he has a better idea on how to deal with packaging custom CE ammo for the non-lethal weapons). I'll work on CE patches for TF141 instead.
#240
Quote from: iFailatRimworld on May 12, 2019, 02:20:42 PM
I'm sorry to ask this but when will a Combat Extended patch for the Rimmu-Nation Weapons be available or is it up to someone to make the patch for themselves..?  Btw great work on your mod, absolutely fantastic textures and coding...
RaptorX and I have been working on the CE patches for RN Weapons, RN Clothing and Red Horse Furniture. CP has received the patches, and will figure out the best way to distribute them.

In the meantime, you can download the patches here, and manually merge them inside each of their respective mods:

CE Patches for Red Horse Furniture

CE Patches for Rimmu-Nation Weapons

CE Patches for Rimmu-Nation Clothing

CE Patches for (RH) The Ghosts

CE Patches for (RH) Umbra Company
(Note: CP, please create a unique backpack for these guys, so that they can carry their gear and ammo in CE)