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Messages - Jaxxa

#151
Added a Version of ED-ShieldsBasic that should work with Combat Extend to Github.
Let me know how it goes, I wanted to do a full rework but that hit a snag so here is a quick edit that looks to work.
#152
Help / Re: How do I make a drop pod?
April 16, 2018, 08:51:17 PM
Have you had a look at RimWorld.DropPodUtility.DropThingsNear?
#153
Quote from: jamessimo on April 15, 2018, 11:43:23 PM
Any suggestions on where I should post this? Its not a mod but I couldnt find anywhere better to post it.

Not Really, just making an observation.
It could go in "Tools" or in "General Discussion", but mods work just as fine I think as I feel it is in the spirit of a mod even if not technically one.
#154
Anything in the Log file?
#155
Thanks for taking the time to give your opinion on the question.

I found some notes that I made on shields and updated them slightly. I thought I posted the original here, but maybe that was on steam or I completely forgot :)
Anyway Shields are in for a major rework in the next version, especially if I end up merging them so most of this will not be applicable then, feel free to ask specific questions.

#Shield Types

Standard Shield:
Strength:4000 Radius:8 BlockIndirect:Yes BlockDirect:Yes FireSupression:Yes DropPods:No

Small shield:
Strength:200 Radius:2 BlockIndirect:Yes BlockDirect:Yes FireSupression:Yes DropPods:No

Fortress shield:
Strength:16000 Radius:20 BlockIndirect:Yes BlockDirect:Yes FireSupression:No DropPods:Yes

SIF shield:
Strength:6000 Radius:8 BlockIndirect:No BlockDirect:Yes FireSupression:Yes DropPods:No
This is a Special type of Shield that specifically covers certain building instead of creating a large bubble.

#Modes:

Block Direct: Stops things that are fired directly like Bullets and Arrows.
Block Indirect: Stops things that Fly overhead like Mortar Rounds.
FireSuppression: Drains the Shield to put out Fires.
Drop Pods: Causes Drop pods to explode on impact, (includes Friendly and Trade Drop pods, in that casa you might want to disable this option for a while).
Repair Mode: SIF shield can repair building that it is covering, this is a workaround for when bullets detect hitting the wall before the shield.

#156
General Discussion / Re: So... what's next?
April 15, 2018, 07:04:21 PM
1.0 is being worked on, I dont know about those specific changes though :P

https://rimworlddevtracker.com/
#157
I am thinking of merging a number of my mods that deal with more advanced technology into a single mod to try and give something of a coherent reason for you having access technology above the rest of Rimworld and a bit of a Story with a few more steps for getting access to it as opposed to just researching and building things of a higher tech level than the rest of the game. Although that means that in the future the mods will not exist as separate downloads anymore, Thoughts?
#158
Updated Enhanced Options to 0.18.0.8
* Adding Force Attack support for CE Turrets
* Moving Debug Logging of Letters to an optional setting.
#159
This looks awesome and I hope it continues to be developed.
But technically I think it might be in the wrong forum as it is not actually a Rimworld Mod :)
#160
Its in GenStep_Terrain.GenerateRiverLookupTexture()
#161
No guarantee but I will have a look at it when I get the time.
#162
Do you have any errors in the Log?

Can you re-download making certain that you didn't get the source code version. I think a missing dll could do that.
#163
Mods / Re: Request for non-Steam mod links
March 22, 2018, 03:00:11 PM
Why not get your Steam key from Here download it through steam yourself and then copy it over into your DRM free game.
#164
Nice Idea, What non lethal weapons do you see needing?

One issue with non lethal weapons is that because of the differences in the game mechanics between the games a 100% effective non lethal take down in Rimworld would be really valuable due to how the Storyteller balances the number of colonists that you have by deciding it Raiders die or just get knocked out.

What about the Fulton? Can we send people flying into the Sky? That could be cool.
#165
Since you are ok with mods allow me to suggest a few of mine:

- ED-ShieldsBasic Setup shield generators to stop incoming bullets.

- ED-Embrasures as mentioned by Canute allows shooting (both ways) while stops movement.

- ED-EnhancedOptions Can allow you to stop traps from triggering on Colonists, so you can use more of them without worrying.

If you use all of them it might be too overpowered, but try it out and see if you think you would like any of those.