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Messages - Slowtapus

#31
Panic and Insomnia

Summary:

This is a mod pack that adds a variety of my favorite mods. The primary ideal behind it is to make the colony more self-reliant and to add more challenge and reward for overcoming that challenge.

Install Instructions:

  • Backup the mods in your (Rimworld Directory)\Mods
  • Delete everything in said folder EXCEPT FOR Core
  • Extract the contents of the zip in to this folder
  • If you want to add or remove any mods do that now
  • Start up the game and enable all the mods
  • Reference, http://pastebin.com/EjbHEvjQ , for mod order.
  • Close the game and restart it
  • Make a new world and start a new colony

Download:

0.81: http://www.mediafire.com/download/q03vbe67jokb5gh/Panic_and_Insomnia_0.81.zip


Support:

I will personally be handling all support for this mod pack. If you have a problem please PM me or post in this thread. I would greatly appreciate if you would let me know if you are using any extra mods and whatever information you think would be useful to me helping you and resolving the issue. I will be checking both at least once a day.

This includes inter-mod conflicts! If you find one let me know! Even if it doesn't crash your game and it's just annoying I want to fix it. After all I use this pack too.


Credits:

Apothecarius courtesy of JuliaEllie
EdB's Prepare Carefully, Interface and Load Order courtesy of EdB
Enhanced Defense (various modules) courtesy of Jaxxa
Less Incident Trolling courtesy of marvinkosh
Power Switch courtesy of Haplo
Modular Tables courtesy of Itchy Flea
Mining & Co. Mineral Sonar courtesy of Rikiki
Turret Collection courtesy of eatKenney
CyberneticsStorm courtesy of elStrages
IceSheet courtesy of iame6162013
RTG courtesy of ItchyFlea
Vas's Hydroponics - Steel courtesy of Vas
Non-Lethals courtesy of Skullywag
Central Heating courtesy of carlgraves
Ceiling Light courtesy of jaob814

Mod Links:

EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0
EdB's Prepare Carefully: https://ludeon.com/forums/index.php?topic=6261.0
EdB's Mod Order: https://ludeon.com/forums/index.php?topic=7454.0
Apothecarius: https://ludeon.com/forums/index.php?topic=5450.0
Enhanced Defence: https://ludeon.com/forums/index.php?topic=6636.0
CyberneticsStorm: https://ludeon.com/forums/index.php?topic=7970.0
IceSheet: https://ludeon.com/forums/index.php?topic=7882.0
Non-Lethals: https://ludeon.com/forums/index.php?topic=6034.0
Less Incident Trolling: https://ludeon.com/forums/index.php?topic=6892.0
M&Co Mineral Sonar: https://ludeon.com/forums/index.php?topic=8375.0
Turret Collection: https://ludeon.com/forums/index.php?topic=6895.0
Power Switch: https://ludeon.com/forums/index.php?topic=2890.0
Modular Hydroponics: https://ludeon.com/forums/index.php?topic=8349.0
RTG: https://ludeon.com/forums/index.php?topic=8338.0
Modular Tables: https://ludeon.com/forums/index.php?topic=4320.0
Ceiling Light: https://ludeon.com/forums/index.php?topic=8402.0
Central Heating: https://ludeon.com/forums/index.php?topic=8476.0

Feedback, and Updates:

I welcome any and all feedback you guys have. I love to see what other people think of what I do and I will be doing my best to make this an awesome modpack for everybody.

Testing for the launch of Alpha 8's version. Sorry for being slow.

Changelog:

0.81:
  • Update to Alpha 8.
  • Change of mods in pack. Now reflected in credits.
  • Slight change to modular hydroponics fertility.


Parting Comments:

Thanks to all the awesome mod authors whom I have credited above for letting me include your mods.
Thanks to the community and anyone who tries the pack! I've made lots of mods for random games and even packs but I never release anything. So this is for you all!
Thanks to the peoples at Ludeon for making Rimworld.

Have fun and enjoy.
#32
As a heads up HiveMind from this mod will not work with the most recent More Bionic Parts because More Bionic Parts removes the Brain body part in favor of individual parts of the brain.
#33
A quick note: the latest version of this and Apothecarius are slightly incompatible. By this I mean that the HiveMind from Apothecarius will not work as the Brain body part has been removed in this most recent version of More Bionic Parts. It should not, however, effect anything else.
#34
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 18, 2014, 05:54:15 AM
I've had a game that I encountered 2 commando groups actually. One that was around 20, one that was 13. The one with 13 I literally just had to wait until they started killing each other. Lucrative haul. However the second one I sent a few people out to take care of them... without realizing the APB-1 projector was longer range than the EMRG-1.

Long story short the 3 I sent out (geared with gear from the last commando group) killed about 5 before getting slaughtered and causing them to give up the siege and attack. I had stone walls, embrasures, a blast door, 2 EMRG turrets and 2 Heavy Turrets (different mod) so I figured I would be fine and armed up my last 4 colonists with APB Pistols and put them at the embrasures. Yet the commandos rounded the corner, decimated the turrets, blew open the front of my base, killed 2 colonists and just kidnapped them and left. Without losing any more.

My opinion thus far is that it all is EXTREMELY powerful. It's sort of like... if you don't have Glitter Tech gear and you fight Glitter Tech gear you are bringing a wet towel to a gun fight.

I still love it and I don't think there needs to be nerfing perse. I think there needs to be more filler. Move the current guns and armor UP in price and difficulty of acquiring. High enough that enemies do not spawn with them. Maybe nerf the armor some. Then add tech that is sort of half way between the outrageous awesomeness that is APB Projectors and MRG Rifles on Nano+Reactive soldiers.

That or make the current tech something that enemies just can't spawn with and make a tier of tech one down. Maybe add in crafting.

The other thing I have found is that EMRG and MRG are not what beat nano armor. The shots still practically all bounce. It's the APB projector with it's burns that incap nano+reactive soldiers and it's the ONLY thing that works reasonably well. It actually works really well. The first shot, if it lands, generally lights them on fire and makes them panic and then it's just a shooting gallery. Because of how it works though the trigger happy trait is outrageously OP with it. Since it generally won't miss so bad that it won't still catch it's target in it's radius and light them on fire. So whoever fires first wins.

That's how I lost my soldiers. Who all had 12+ shooting and all 3 of them got taken out by a 2 shooting enemy who was trigger happy.

All in all the bigger problem to me seems to be the armor and the fact that it requires non-piercing based weapons to counter. I'd personally like at least a renaming of the reactive armor though. Since it's good for more than one use.
#35
Quote from: redhuntery on October 17, 2014, 05:52:20 PM
I have a suggestion , a crystal generator , Crystals can be found through trading ships.


Why a new resource instead of something already in the game?

PS: I have been stumped on .dll modding stats in to implants in a compatible way and have given up on that for now. So I will be putting my effort back in to xml mods.
#36
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.6
October 15, 2014, 02:43:04 AM
Love the mod! The weapons are outrageous and the other features are really nice. I wish I was as good at making textures as you are.

However it doesn't appear that the titanium structures have research prerequisites set. As well the titanium structures added by the mod are quite weak. Especially the blast door which seems more like it was meant to withstand sneezing. The vanilla stuff based structures using titanium are very tough though.

#37
Mods / Re: <Mod Concept> Organ Farming
October 13, 2014, 12:06:12 PM
With Apothecarius life support you can peel every single organ in someone out and render them vegetables. There's also a mod that allows you to literally grow a few organs. Hearts and lungs I think.

So you sort of already can.
#38
Help / Apply statmodification to implant
October 13, 2014, 11:42:58 AM
I already have everything else functioning. I can successfully implant the part. However it appears that implants/body mods can only have activity modifiers and not statmodifiers. When booting the game I get:

XML error: <PsychicSensitivity>-0.50</PsychicSensitivity> doesn't correspond to any field in type HealthDiffModifiers.

Given that there is no HealthDiffModifiers in the xml's it seems I would have to make a .dll for this. Is that correct? If so does anyone have any suggestions when I begin to go about it?


Edit: I've looked in to it and I will indeed have to make a .dll. I have looked in to doing so and am finding myself wishing I knew more about programing. HealthDiffModifiers does just grab activities and add them to the list. The easiest way seems like it would be to add a call for it to read the stats and add them to that list as well. Or add an extra field to implants for statmods. Which is what I am trying to look in to doing.

I did try adding psychic sensitivity to the activities but it basically seemed to just make it's own, new, thing instead of hooking on to the stat one. Which makes sense.

At the least this has made me decide I should learn some programming.
#39
Quote from: Minato on October 13, 2014, 09:44:09 AM
What highter efficiency does?

Whenever you use a battery and power goes in to it the battery only stores x% of that power where x is the efficiency. So a higher efficiency battery will charge faster on the same amount of power than a low efficiency one.

I have tested it now and this proves true. The HE Battery, when run on the same amount of power, charges faster. Especially useful with anything that doesn't provide constant power such as solar panels. Since it means you have a higher fraction of the day's excess energy to get you through the night.
#40
Outdated / [MOD] [ALPHA 7] Slowtapus Mods
October 13, 2014, 06:37:47 AM
Power Solutions

Update! Mod now contains: A High Efficiency Battery (HEBattery), RTG (Radioisotope Thermoelectric Generator), Anti-Matter Generator and Ceiling Lamp.



All of the power is gated behind the Power Solutions tech. The ceiling lamp is unlocked along with colored lights.

*The ceiling lamp: A) Looks like a ceiling lamp B) Consumes only 50W. Same construction cost as a normal lamp. So it is sort of a direct upgrade from the normal lamp.
*The HE Battery is a slightly lower health, higher efficiency and more expensive, battery.
*The RTG is a power source that can be made anywhere and requires no special circumstances. It produces 250w and costs 10 Uranium and 40 Plasteel.
*The Anti-matter Generator costs 140 Plasteel and 60 Uranium, has a hefty construction time, and explodes when destroyed. However it, like the RTG, requires no special circumstances and can be built anywhere (where buildings can be built). It produces 1250w of power.



I am very open to feedback and suggestions. If there are any problems let me know. I'm new to this but I'll do my best to help.
I'd also greatly enjoy collaborating with someone.

Also thanks to all the modders who make mods! I enjoy many of them and they make the experience much more fun.


Security Solutions

Currently just adds a tar floor that greatly slows down anyone going over it. May do more with this, may not.

Note: Mod is in attachments

[attachment deleted by admin: too old]