Quote from: Smikis on April 04, 2015, 06:17:13 PMThe most expensive piece of armour takes 25 Nanothread. That's 5-8 (depending on luck) benches in 8 days growth. How is that years exactly? Then the construction time is similar but less than parkas. But still not anywhere near the time from you are stating. The mod is progressive from vanilla. It's not ment to produce loads of armour in the space of your first month.
All costs have to be lowered through the mod , requiring nanothread for everything in huge amounts, make everything pointless, unless you are running huge nano thread farms, it will literally take years to craft a single item
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#31
Outdated / Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
April 05, 2015, 04:01:31 AM #32
Outdated / Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
March 20, 2015, 09:53:21 AMQuote from: HBKRKO619 on March 19, 2015, 05:26:05 PM
The coven are back \o/ Thank you elStrages
your welcome!
#33
Outdated / Re: [MOD] (Alpha 8) Rim-Cartels - Black Market Traders (v1.1 update: 19/01/15)
March 20, 2015, 09:53:00 AMQuote from: HBKRKO619 on March 19, 2015, 08:16:04 PMQuote from: elStrages on March 19, 2015, 07:45:16 PM
Well I wasn't sure there was a demand, with the whole weed mod that came about, but I can yes will work on it tomorrow most likely
Thank you man, you're great
aww don't you will make me blush haha
#34
Outdated / Re: [MOD] (Alpha 8) Rim-Cartels - Black Market Traders (v1.1 update: 19/01/15)
March 19, 2015, 07:45:16 PM
Well I wasn't sure there was a demand, with the whole weed mod that came about, but I can yes will work on it tomorrow most likely
#35
Outdated / Re: [MOD](A9) Cybernetic Storm - Balances and Fix (v3.5 - 19MAR15)
March 19, 2015, 04:35:40 PM
MOD updated to v3.5
enjoy and please tell me of any problems, happy gaming.
enjoy and please tell me of any problems, happy gaming.
#36
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 18, 2015, 03:27:21 PM
Ok I will tone the advanced nanoponics down a little half the nano steel needed or something. I'm happy with the cost now and grow time has been drastically reduced. By nearly 3/4. So it should ballance hopefully
Also going to change link in description so it is a quick fix to change
EDIT:
got a bad head ache, so I'm off to bed sorry, update tomorrow for sure.
Quote from: onlineous on March 18, 2015, 01:03:04 PMthanks for the kind words he main problem is. It's a major game changing file. So it maybe imbedded somewhere that can be changed in the save file. A pawn from another faction that visited and was saved. It may be a case of finishing that game and starting a new. Sorry bud.
First of all, fantastic mod! I'm not able to update to 3.45 though. I removed all nanobrains and advanced nanobrains from the savegame file, but still the 3.45 corrupts my savegame while 3.40 does work without any problems. I can send the save if you want?
Edit: i might have misread. I tried removing all implants now. Still no luck though. Might the problem be that the status of head implant socket is still 'removed'? I cant find a way to delete that from the save file yet.
Also going to change link in description so it is a quick fix to change
EDIT:
got a bad head ache, so I'm off to bed sorry, update tomorrow for sure.
#37
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 17, 2015, 05:38:44 PM
Hello everyone, Bellow is everything I have been working on tonight. I will be added in and fixing stuff with a hopeful release tomorrow glad you stuck with me on this and sorry for the delay.
|========Bug reports: (fixing for patch 3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.45.a: Nanothread not growing correct
Lifespan of plant put up to 60 days, growth in 8.8 should sort it out
3.45.b: Turret still in traders
Added "<tradeability>Never</tradeability>" to turrets should resolve.
3.45.c: What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description..
This was my screw up, rifling tech no unlocks rifling bench and bionic aid tech will unlock the Implants production bench once it is complete.
3.45.d: I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.
This has been stated several times so I have upped all times for creating weapons and armour. please test in the update and I will adjust
3.45.e: Nano brain and advance nano brain description
They were around thewrong way, been fixed
3.45.f: just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>.
Fixed to correct number.
3.45.g: Nanoponics too cheap in cost and build time.
Nanoponics: As a way of balancing I have added the ability to build them with half the materials from any resource base and the the other half plasteel also added cloth of 10. so it can be 45 stone/wood/metal 40 plasteel and 10 cloth also takes longer to build.
Advanced Nanoponics: increase to 80 Nanosteel and added 10 Nanohread. it halves Nanothread growth time. Also takes longer to build
Test and adjust with feed back
3.45.h: Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.
Moved to right bench
3.45.i: Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.
removed second listing, it was a duplication mistake
3.45.j:Traders are heavily unbalanced. Cybernetic and nano weapon are ridiculously cheap.
they were based off of vanilla prices of weapons and are more expensive. I will up the price of Nano by 20% and Cyber by 30% to see if this makes it more compatible. As per test and adjust on feedback
3.45.j:Return of the Cyber Coven
In the process of updating for 3.5
|=========================================|
|========Bug reports: (fixing for patch 3.5)========|
Problem Unresolvable | Current Problem | Problem Resolved | Problem Unfound / May have fixed by accident
3.45.a: Nanothread not growing correct
Lifespan of plant put up to 60 days, growth in 8.8 should sort it out
3.45.b: Turret still in traders
Added "<tradeability>Never</tradeability>" to turrets should resolve.
3.45.c: What's up with "Rifling Technology" and "Bionic Aids"? They're research topics that don't seem to do anything and don't have a description..
This was my screw up, rifling tech no unlocks rifling bench and bionic aid tech will unlock the Implants production bench once it is complete.
3.45.d: I think the resource costs for weapons are okay (it doesn't take much steel to make a weapon) but the times should be cranked way up.
This has been stated several times so I have upped all times for creating weapons and armour. please test in the update and I will adjust
3.45.e: Nano brain and advance nano brain description
They were around thewrong way, been fixed
3.45.f: just noticed, that default file has <loc>(60,30)</loc> and your fixed has <loc>(60,50)</loc>.
Fixed to correct number.
3.45.g: Nanoponics too cheap in cost and build time.
Nanoponics: As a way of balancing I have added the ability to build them with half the materials from any resource base and the the other half plasteel also added cloth of 10. so it can be 45 stone/wood/metal 40 plasteel and 10 cloth also takes longer to build.
Advanced Nanoponics: increase to 80 Nanosteel and added 10 Nanohread. it halves Nanothread growth time. Also takes longer to build
Test and adjust with feed back
3.45.h: Create Nanotech exoskeleton bill appears on the bionics workbench, rather than the nano workbench.
Moved to right bench
3.45.i: Nanotech apparel has two listings on the stockpile configuration menu, although only the first contains any items.
removed second listing, it was a duplication mistake
3.45.j:Traders are heavily unbalanced. Cybernetic and nano weapon are ridiculously cheap.
they were based off of vanilla prices of weapons and are more expensive. I will up the price of Nano by 20% and Cyber by 30% to see if this makes it more compatible. As per test and adjust on feedback
3.45.j:Return of the Cyber Coven
In the process of updating for 3.5
|=========================================|
#38
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 16, 2015, 03:44:14 PM
Just so you are all aware I am back form my course and I will be working on the mod tomorrow night, at which point I will aim to resolve the issues stated and update the content. Sorry for the delay but I guess sometime real life comes before gaming
Quote from: Canute on March 14, 2015, 04:29:12 AMwill look into it. thanks for the reportQuote3.4.a: Cybernetic Turret Brought from traderJust got Cyber turret's on a local cybernetic trader.
removed trader tags and tested, 15 traders no turret hopefully its resolved.
Quote from: graelb on March 15, 2015, 04:30:19 PMif that mod edits he races_humanoid.xml then there is but at this moment in time im not willing to make them compatible.
Is there any way to make this compatible with the Slavers mod?
Quote from: HBKRKO619 on March 16, 2015, 09:14:07 AMthanks! and yes the coven will be back in the next update.
Hello elStrages, I don't know where you are in your update but I would love to see your cyber coven faction updated. I actually play with a lot of new faction mods but everyone of them are hostile xD I need some allie to fight them
Anyway, thank you for your great mod
Quote from: KUNG FU JONES on March 16, 2015, 02:40:46 PMyou can u
So it may just be me being a fool but how would you get synthread for the bionic workshop do you trade for it or is there other ways of getting it cause it is annoying me now before i had a mod to "grow" all things but it was too OP and i removed it.
Quote from: KUNG FU JONES on March 16, 2015, 02:40:46 PMse the craftsmans workbench to make synthread.
So it may just be me being a fool but how would you get synthread for the bionic workshop do you trade for it or is there other ways of getting it cause it is annoying me now before i had a mod to "grow" all things but it was too OP and i removed it.
#39
General Discussion / Re: Merging Construction and Repair work types - should I do it?
March 11, 2015, 05:39:14 PM
Merge the skills yes. Just make the building jobs a higher priority to repair unless a specific repair job is given to a pawn. Problem solved.
#40
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 11, 2015, 05:35:02 PM
Just so you guys know. I'm on a course at the moment and I don't have time to update the mod this week. I am a little busy with paperwork and studying. But I will be back to it next week. Probably Tuesday after I am home and seen the family for the day . I'm sorry if problems are still around but I will look to fix them next week. Thanks for the bug reports and alike I have bookmarked the thread post where I last posted and will read all post from that point to catch up.
Catch you soon and happy gaming.
Catch you soon and happy gaming.
#41
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 05, 2015, 11:24:35 AM
im no sure why its not the same as default value, but it can be, I didn't change that on purpose, might have been a accident.
As for the compatibility, the race humanoid xml just needs all the install recipes added to one file and they will be compatible.
As for the compatibility, the race humanoid xml just needs all the install recipes added to one file and they will be compatible.
#42
General Discussion / Re: Wiki needs updating!
March 05, 2015, 09:33:05 AM
added a common style sheet to my page, its still a work in progress but feel free to copy the styles to your own page to see what it will look like. Feedback would be great.
#43
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 05, 2015, 05:43:41 AMQuote from: kaiserslash on March 05, 2015, 05:03:21 AMYour more than welcome to bud. Just send me a PM if your stuck.
Alright ill start looking at stuff tomorrow. You mind if i refer to you if i need help? Looking through your files is what made me realize modding in this is plausible for me, it sorta reminded me of html with things like <def><\def> lol
#44
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 05, 2015, 04:51:52 AMQuote from: kaiserslash on March 05, 2015, 04:47:58 AM
Not at all i just dont like clutter on my screen is all. So is there a way to comment out the turret research or can i just delete it? I got the recipes gone now.
Do you need a dll to mod or do you just look through the core and figure out what is needed to make different defs? Im wanting to try and make my own mod, im in school for programming now figured modding would be fun
Yeah you can just delete the turret research too, it doesn't effect anything but turrets i believe.
As for modding, go for it find something in the game you enjoy and want to expand on and then get cracking. Don't even really need to make dll's as you can edit the majority of RimWorld just using the xml files.
#45
Outdated / Re: [MOD] (Alpha 9) More Storage - New skip, pallet and gunrack added
March 05, 2015, 04:37:04 AM
What about an internal storage system in the item. Which could then show an icon on top of the item in it when something is present and added counter.
This would probably be a whole new mod to be honest haha, turn them into a storage box really.
This would probably be a whole new mod to be honest haha, turn them into a storage box really.