added tesla coil turret for better defense against melee rush.
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#106
Releases / Re: [A15] Turret Collection (v1.15 / 01-10-2016) NEW: Tesla Coil Turret!
October 01, 2016, 09:53:00 AM #107
Releases / Re: [A15] Turret Collection (v1.15 / 24-09-2016) A15 update and more
September 24, 2016, 07:46:46 AM
just updated to A15.
#108
Outdated / Re: [A15] Industrialisation (04-09-2016) A15 update and more!
September 24, 2016, 05:07:12 AMQuote from: Actarion on September 21, 2016, 02:49:12 PMi cant reproduce this bug, can i see your mod list?
hello !
thanks for the mod ! Nice job !
But i got an issue whit the refinery. As soon as my colonist finished the building, pouf ! disapeared !
I play on A15, maybe a conflic whit some other mod ?
Will looking at the debug log, he say "Argument cannot be null. Parameter name:type"
#109
Releases / Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
September 23, 2016, 06:00:49 PMQuote from: gillsminnow on September 23, 2016, 09:45:55 AMi've watched some rimworld videos with this mod it seems fine with the volume. however if you want change the volume you can go to SoundDef and change it yourself to meet your requirement(it's very easy indeed).
If I could potentially make a request and I don't know if it would be due to the mod or if it's a vanilla issue as it's been a long time since I've played vanilla. It would be to have the gun sounds lowered for vanilla and additional weapons. I'm going to make some youtube videos etc and have the ambient sounds at a volume which is suited with the voice volume. The gun sounds, however, seem to be way above that of standard rimworld noise level making it a bit problematic when commentating during combat. It would be great to have them a bit quieter for general use too.
or: just use suppressed guns like SIG P226 and M4A1
#110
Releases / Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
September 23, 2016, 05:53:56 PMQuote from: ChromeMax on September 23, 2016, 09:15:16 AMi don't have much time to add new weapons but i can help you if you want some resources.
eatKenny, can you contact me on steam, I wish to make some sprites for future guns that you may plan to make. I also wish to add some additions to your modpack. My steam nickname is my forum name. I have sent you a friend request.
PS: i stopped using steam long time ago so you may send me PM.
#111
General Discussion / Re: Extended research of drug and plant economy. (which plant should you grow?)
September 18, 2016, 06:15:45 PMQuote from: DuckBoy on September 18, 2016, 12:52:29 PM
Is there a way to factor blight into this? I feel like corn has a ~250% chance to die to blight compared to rice. Same with psychoid to beer (though lord knows how many air conditioners you need to stop the beer from going bad every heatwave and cold snap with heavy production) Is there a %chance blight per day we could add to get a %chance of harvest?
Chance of blight during lifetime = blightChance * Grow Time.
(or maybe (1 - pow(1 - blightChance, grow time)) ??)
Chance of death given blight = 4/5 (I think?)
Chance of crop survival = 1 - (Chance Of Death Given Blight * Chance Of Blight During Lifetime)
I don't know the underlying %chance of blight per day, probably differs per ai, should be something like bad event being blight / duration between bad events.
-
Blah, it will only serve to make corn worse and rice better, and hydroponics/fertile ground/sun lamps more important, rather than growing in large fields.
-
Also, colonists who take smokeleaf work ~30% slower, and colonists who take yayo work ~15-50% faster (move speed + never sleep + global work happiness bonus 20%).
Depending on chemical interests and whether you're limited by space or work amount, growing smokeleaf can feel awful compared to growing psychoid.
blight is too random to calculate, however it's true that plants with longer growth time is more vulnerable. more often is the solar flare which kills all plants on hydroponics. so plants like rice with short growth time is ideal for hydroponics.
you should never let your colonists to smoke smokeleaf, -30% is too much in my opinion. i only let my pawns take beer and yayo(yayo is a great drug
) #112
General Discussion / Re: Extended research of drug and plant economy. (which plant should you grow?)
September 18, 2016, 09:29:57 AM
i just updated the sheet, growth rate on hydroponics in calculation, the research has been extended to other plants.
#113
General Discussion / Re: drug economy, which drug should i produce?
September 17, 2016, 03:59:15 PM
i re-calculated the workamount, seprated the growing and crafting. Hauling is not in the calcultaion because it's difficult to turn hauling into numbers. i also added the storage efficiency.
Beer scores low at workamount and storage efficiency, but it is still the one to go for the late game.
Beer scores low at workamount and storage efficiency, but it is still the one to go for the late game.
#114
General Discussion / Re: drug economy, which drug should i produce?
September 17, 2016, 10:39:36 AMQuote from: carbon on September 17, 2016, 09:03:29 AMthanks, but not quite what i needed.
A previous discussion of drug economics.
i did a calculation, seems beer is the most profitable drug(by miles) in the long run.

the table:
https://docs.google.com/spreadsheets/d/1QJ9IcBpTYMW1TBKpD4CoUG8XQAWrS-XGiDOBd40kOLE/edit?usp=sharing
#115
General Discussion / Extended research of drug and plant economy. (which plant should you grow?)
September 17, 2016, 08:41:48 AM
hi folks, i've started a colony focusing on drug production, but i didnt know which drug brings the most profit, so i started a project which is to research the economy based on growing and producing drugs, and the research has been extended to other plants too.
here is the sheet:
https://docs.google.com/spreadsheets/d/1QJ9IcBpTYMW1TBKpD4CoUG8XQAWrS-XGiDOBd40kOLE/edit?usp=sharing
preview:

and the result in my opnion:
Drug production:
- on ground: Beer
- on hydroponics: Flake
Food/other production:
- on ground: Corn
- on hydroponics: Rice
here is the sheet:
https://docs.google.com/spreadsheets/d/1QJ9IcBpTYMW1TBKpD4CoUG8XQAWrS-XGiDOBd40kOLE/edit?usp=sharing
preview:

and the result in my opnion:
Drug production:
- on ground: Beer
- on hydroponics: Flake
Food/other production:
- on ground: Corn
- on hydroponics: Rice
#116
Releases / Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
September 14, 2016, 02:10:00 PMQuote from: dragonregure on September 14, 2016, 11:24:59 AMfor the HP you have to check the gear tab, and pawn with low combat skill(melee+shooting<10) can still geting hurt even equipt with ballistic shield.
How i can see Ballistic shield health? I didnt see it anywhere, and my character still damaged by melee even using ballistic shield, is that because i got attacked by melee attack?
#117
Outdated / Re: [A15] Industrialisation (04-09-2016) A15 update and more!
September 14, 2016, 09:47:25 AMQuote from: Vulcandead789 on September 14, 2016, 08:31:44 AMjust actived them after main mod "industrialisation" and they will work.
I know I'm stupid but...Where do I put the Concrete and Water patch ?? D:
#118
Outdated / Re: [A15] Industrialisation (04-09-2016) A15 update and more!
September 13, 2016, 03:16:00 AMQuote from: Dugalle900 on September 12, 2016, 10:44:22 PMlegit suggestion, i will try put it in hauling and test it.
Wouldnt it be better if the water gathering were assigned to hauling instead of crafting? I've had a 2 crafting lvl guy waste my plasteel crafting an awful longsword because i gave him the crafting job so he could use the pumps. And I don't want to have to remember to set skill limits on every single crafting job I put out (Trust me, at some point I will fail).
#119
Releases / Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
September 12, 2016, 01:56:23 PM
thanks, i also put the dropbox link to the main post so more people will see it.
#120
Releases / Re: [A15] High Caliber - more than a gun mod (V1.14/03.09.2016) A15 update!
September 09, 2016, 06:47:11 AMQuote from: dragonregure on September 09, 2016, 12:47:19 AM
Is this mod requires CCL? because it conflicted when i checking use CCR, my game versian is 15. Since CCL not support the v15 so how can i using this mod?
this mod does not require CCL.
