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Messages - Jaxxa

#961
I really didn't realize that so many people don't like the nexus.
Out of interest why don't many of you like it?

Anyway I will go back to using mediafire in the next release. Ideally I would like to keep a single upload site as it is easier to update one place.

I hope to have better memory usage in the next version to fix the crashes that were reported.

So currently I am using GitHub as a ingression / nightly source release. I will explain this better in the next version, It does not have the DLL's and may contain code I am working on but does not work yet. You can compile it yourself and use it, but I make no guarantee that it is in a working state.

I will look into power conducting Embrasures and balancing the laser drill.
#962
Just put up a new version of the mod on the Nexus now. Hopefully that works for more people.

This version should fix the issues with the icons for the Wireless power node, an issue with the starting ammo of some types of Mortars and what building are covered by SIF shields, should now be all types of Walls, Doors, Embrasures and sandbags.
#963
In the future if people are having problems can you please post an issue on GitHub, that will be easier that talking about it here, as we can discuss it specifically. Also including "output_log.txt" from RimWorldXXXWin_Data will be more useful that screenshots of errors.

Quote from: k1ll3rM on October 08, 2014, 05:29:21 AM
Could you add the roofdrills from betterpower+? I saw you had the laserdrills already so that would be awesome to have aswell

I never really used them but I will look into it.

Quote from: Kulverstukass on October 08, 2014, 07:46:08 AM
Ha! You make it save settings of wireless nodes and even added 1k shrotcut, awesome!

Still, no luck with buttons icons, and as i've mentioned, they was working just fine when i'm first installed mod; they just from shields, direct and indirect.
http://i67.fastpic.ru/big/2014/1008/4b/44e109c18cd88f04128a5494e241394b.png

Also, no alerts on game startup but didn't tried personal shields due to a huge research requirement. Are they THIS great?


I am not seeing the issue with the icons, can you try it on a new colony with no other mods installed.

I haven't really been able to actually play a game yet, so everything really needs balancing. The personal shields were supposed to be researched after all the normal shields, but I changed them to a completely separate module and bumped up the research requirement, although they should be very good.

Quote from: Kulverstukass on October 08, 2014, 12:02:36 PM
SIF shield doesn't interacts with your embrasures, just fine with sandbags, but not with stone embrasures. And not with stone autodoors. It was in previous versions of RW, but i don't remember, was it embrasures from Punisher /most likely/ or Fortification pack.
Also, is there way to add by myself to what SIf shield covers? Or is it kind of "hardcoded" into dll?

Looks like I haven't updated that correctly, I will look into it. Currently it is hardcoded, but I want to try and read it in from XML in the future.

Quote from: Kulverstukass on October 08, 2014, 12:02:36 PM
Woop woop! non-Critical non-compatibility of Personal shields with Edb interface. Step-by-step:
Edb interface 2.2.3 + Personal shield 0.3 -> Upgrade colonist -> See him marked as MISSING at top list of colonists, just like if he was kidnapped, see colonist with shield acting just fine -> save, quit to main menu, load save -> Errors in console and glitched graphics (Sorry, didn't screencapped; something about "something something energy: 250", "something not found" and standalone "0"). Game frozen, so i've restarted it completely and it loaded just fine, with only minor detail - Shielded colonists was moved to end of top bar list of interface.
Damn, game, let me check personal shieds already :D

That is disappointing will have to look into it, although not certain what I can do about it from my end.

Quote from: Dude1925 on October 08, 2014, 03:27:07 PM
Hey I seem to have a problem. When ever I try to build something from this, I can select the plan but I can't place them. I tried to place them in both godmode and not, yet there's no difference. I really like the idea of these mods but I can't use any of them.

Dont know what is happening there. Do you have any other mods installed? Can you try it on a new colony? Do you have the ED-Core mod enabled first?
#964
Just updated, should hopefully fix most of the issues people are having, and added Embrasures.

Quote from: michal3588 on October 08, 2014, 04:19:22 AM
I have problem with mod. Raiders doesn't shoot colonists behind shield. They are running into melee even with ranged weapons instead of shooting.

Thats strange, haven't noticed that, anyone else having the issue?

Quote from: thrakkemarn on October 08, 2014, 02:42:29 AM
...maybe you should add "modular" to the title or something lol I am ASTOUNDED at how many people are asking for separate downloads!!

Anyway, just came to say I'm using just the shields and loving it, THANK YOU!

Good, idea. I will take you up on that.

Thanks guys for all the feedback, and glad that you like it.
#965
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 07, 2014, 08:17:53 AM
Quote from: skullywag on October 07, 2014, 08:09:41 AM
Punisher is that a greenlight on me updating?

http://ludeon.com/forums/index.php?topic=6661.0

He has given permission for anyone to use the mods, so from that point of view you are good to go.

If you just want to play the mod I will be looking at updating it tomorrow and integrating it into my mod.
But don't let that stop you if you want to mod it too.
#966
Indirect shielding blocks indirect weapons fire, primarily mortar rounds, but it may include grenades, I am not 100% certain on that.

I am planning on redoing how this system works when I can figure some things out.
#967
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 06, 2014, 11:46:13 PM
Quote from: Psyckosama on October 06, 2014, 03:54:09 PM
Working on another expansion mod... which isn't exactly the same as this, but adds...

A heavy cannon that fires shells. And a heavy missile turret that fires rockets.

Are you talking about turrets that need to use ammunition each time they fire?
If so have you had a look at the turret ammo system in my Enhanced Defense mod?
#968
Quote from: minami26 on October 06, 2014, 11:11:40 PM
If jaxxa will get the embrasures then,, jaxxa can i add them to ttm when you.update them? Thnks!!

Yeah its hard keeping track of the.mods when the game updates too much but its alpha must keep updating. Haha see you soon punisher!!

Go for it. I will be adding it as another module to Enhanced Defence, and as with all my mods it is licensed under Creativecommons 4.0:
http://creativecommons.org/licenses/by/4.0/

So basically do whatever you want with it as long as you credit where you got it from.

I will have a look tomorrow about updating it.
#969
Quote from: PunisheR007 on October 06, 2014, 09:13:19 PM
Gday everyone, im giving permission to anyone who wants to use any of my mods, or rip them apart and add them to there own mods.
do what you please, i have no time to update and stuff around trying to find names of definitions that have changed and don't exist in the core.
Which would mean i would have to message other mod creaters and ask questions and so on.

Thanks for the awesome times everyone

PunisheR007  8)

Sad to see you go, but I do understand the frustration of things changing, breaking your hard work and not having much time. Hopefully you can come back during Beta or after 1.0 when there should not be nearly as many changes to how things are working as there are currently in Alpha.

Thanks for giving permission for them to be used, I will have a look at integrating Embrasures and Cannons and Turrets into the new version, so hopefully your work will still live on in some form.

Jaxxa
#970
Quote from: shadowstreaker on October 06, 2014, 10:50:44 AM
I don't think the colonist upgrade station has been textures properly, I could be wrong though, it seems to be the only texture not working properly

Do you have the Normal Shield module installed? If so did you install it first? Currently the personal shields module is depending on the standard shields module for the texture and some research prerequisites. In the next version I will copy over the texture.

Do people want personal shields to require shield research to be done first or would you prefer that you be completely separate module?


Quote from: Bairdy on October 06, 2014, 02:50:43 PM
Having some trouble downloading the mod was wondering if you could put it on another download platform.
Thanks

Noted, will look into that tomorrow.

Quote from: Kulverstukass on October 06, 2014, 06:38:54 PM
Welp, some playtesting results.
Settings of the all the wireless nodes got reset after loading savegame, need to adjust completely everything again. Just a shortcut like shift+LMB to change by 1k energy would be great, instead of 36 clicks for each geothermal generator.
Also, somehow texture of Transmitting/Recieving buttons got missing after loading savegame, and they was working just fine before. Weird, and workaround from furniture mods like "check mod - start game - see missing texutre - restart game - load save w/o opening Mods menu" didn't help.
Didn't tried anything else.
Hope you understand my awful english.
Noted, thanks for the feedback.

Quote from: merdre on October 06, 2014, 07:25:29 PM
I'm having the same problem the other user was re: drilling new vents. The object builds, as in, it consumes the materials and the colonists do the work, but then-- nothing. Same terrain as before. Puzzling. I downloaded .02 as well, but that didn't fix the issue.

Any ideas?

Edit: Something odd-- I can create new vents outside, but not inside of my mountain-covered base... is this intended?

Edit edit: I think I figured it out-- I had already laid the cable to the drill, and this, I think, was causing it to disappear. I built in an isolated area, and it functioned. Re-tested one square away from the conduit, and it functioned. That seems to be the problem on my end. Hope this is useful.

Cool, sounds like you may have found how to fix the issue.
#971
Quote from: PunisheR007 on October 06, 2014, 08:14:12 PM
I am not happy at all, Tynan has removed some xml definitions, that is needed for my mod to run, i will be sending him a message to ask him why he removed them, or has he changed the location of them , but im very disappointed.
I started updating, and the first change i had to make was to change maxHealth to MaxHealth, i was thinking, why change 1 letter, so i changed it and moved on. i will await my reply from Tynan, to see if my mod can continue, im sorry guys but im not a c++ coder, xml is what i can do and make textures and sounds. Cheers, i will keep you all posted on what happens.

If you want you can PM me what specifically what you cant do and I will have a look at it.
#972
Quote from: shadowstreaker on October 06, 2014, 04:41:37 AM
Could you tone back some of the research costs? 70k seems a bit extreme

Yes, Done that. I think it was a hold over from alpha 6 when all the research had larger numbers for the same speed. I think they are all less than 5k now.

Quote from: Shinzy on October 06, 2014, 04:29:32 AM
The deepstrike one makes me really happy for whatever reason!
Kinda wish to make small forward outpost and have main castle build inside impenetrable walls
But that might be a game for when I have time to realize something like that!

Glad you like it :)

Quote from: Clibanarius on October 06, 2014, 04:57:53 AM
A: Love the mod, fills a gap where I was seeing one before (personal and regional defense shields and high-end turrets/turrets being ammo-free). Thanks for making this! B: Tiny, tiny thing to note, but Phoenix is spelled properly everywhere except in the title, haha. Figured I'd inform you of that.

Glad you like it, thanks for pointing that out, fixed it.

Quote from: thrakkemarn on October 06, 2014, 05:38:01 AM
Wow ... people are really making some amazing mods, and this is no exception!

Do any of these require a new world/colony?

Thanks.

As far as I know new world / colony should not be needed because I am not changing the factions or map generation, but I haven't tested it extensively.

Quote from: shadowstreaker on October 06, 2014, 06:28:49 AM
Minor issue, when i place the laser drill (And yes I'm sure it's the drill not the filler) when it finishes construction it seems to just disappear without doing anything

That strange, I checked my version and that is working for me. I am assuming that you have the core module enabled or it would have thrown up more errors. If it persists can you try new map / world. Anything in the log?
#973
Quote from: shadowstreaker on October 06, 2014, 03:41:45 AM
Do we have a way to produce shells ourselves (Even if it's a bit expensive)? Because if not that means we rely on cargo drops (which aren't exactly a reliable source) and traders (Which again, aren't the most reliable)

The OmniGel system should allow you to do that. With the Level 3 Replicator you can take the plants that you grow and turn them into shells.

Quote from: Hand on October 06, 2014, 03:45:09 AM
Hmm I'm torn on this one, I really want the mining drill however i don't like ammo consumption on turrets i always play with the zombie apoc mod and when you have 50+ of them charging your base ammo limitations become an issue fast.

Is there a chance you will release a version that makes turrets not use ammo? or even better perhaps a stand alone laser drill mod?



The first two sentences of the description:
Quote from: Jaxxa on October 06, 2014, 03:28:24 AM
This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to.
You should be able to get what you want by just installing the Core and the laser drill modules. Also I have not changed the standard improvised turrets, just the mortar ones and added a new rapid fire one that needs ammo.
#974
I have not had much time to playtest this, so let me know any balance or other issues that you find.
#975
New updates sequel mod available at:
https://ludeon.com/forums/index.php?topic=15606.0


Enhanced Defense


This mod has been created with a number of distinct modules. Theses are designed to allow you to only have to use the parts of the mod that you want to.


About:

Discussion and Latest Download available on the Official Rimworld forums at:
https://ludeon.com/forums/index.php?topic=6636.0

With a Download Mirror on the Nexus:
http://www.nexusmods.com/rimworld/mods/62/?

Installation instructions:
Installation instructions are available in the README.md file in the download.


Features:

Reverse cycle Cooler
Adds a Reverse Cycle Cooler. Identical to the standard cooler except that it can easily be rotated to reverse the direction of the temperature flow.

Stargate

Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.

Shields

This mod allows you to place shield generators. They are expensive and power hungry but can really strengthen your defences. The shields will stop projectiles that try to enter it, but allow weapons to be fired out.

PersonalShields

Adds Personal Shields into the game. Allows you to construct a building capable of upgrading your colonists to have a personal shield capable of protecting them from damage.

WirelessPower

Allows the creation of a Wireless power grid.
Wireless power Nodes can transmit or receive power from the grid.
If the grid is overloaded it will completely shutdown all receiving nodes and require you to reactivate them.

OmniGel

This mod allows you to have a renewable source of Metal and Stone.
You start by planting and harvesting the OmniGel plant.
You then need to research and build a MK1Replicator.
This is a workbench that allows you to transform the OmniGel that you harvest into slag or rock.
You then use this in the standard rock cutting or slag refining benches are in rimworld to get usable materials.

LaserDrill

Adds a Laser Drill that allows the creation of new steam vents, and a Laser laserFill that allows you to remove unwanted steam vents. Both of these operations will take a considerable amount of time.

Embrasures
Embrasures is a mod that adds 4 new wall types (one for metal, stone, wood and logs). The walls have openings for colonists to shoot at their enemies, while not allowing any to pass through. Basically, they look like holes in the walls but they work more like like impassable sand bags (it looks like a hole in each block but the whole block is open to let through bullets).

DeepStrike

This adds a Drop Pod system to the game, allowing you to build a command building to deploy your Colonists and resources to any point on the map almost instantly.

ED-Plants24H
-Plants will grow 24 Hours a day if they have sufficient lighting
-Effects PlantPotato, PlantStrawberry, PlantCotton, PlantDevilstrand, PlantXerigium, PlantRose, PlantDaylily

ED-Vent

Adds a Vent System that allows you to Equalise the temperature between two Rooms.
Uses a modified cooler graphic, does not matter what direction it is placed. Power it on to equalise the temperature between two rooms, power it off to keep the temperature separate. Made out of Stuff, has the same health as a wall made from that stuff. Except for the power switch none of the buttons will do anything.


Download:
Nexus:
http://www.nexusmods.com/rimworld/mods/62/
or
http://www.mediafire.com/download/wt9nm59j2kdiky6/RimWorld-Enhanced-Defence_0.19.1.zip


Older Downloads:
http://www.mediafire.com/download/4i4orq4574y0les/RimWorld-Enhanced-Defence_0.16.1.zip
http://www.mediafire.com/download/7i3bu2npnkro13d/RimWorld-Enhanced-Defence_0.17.0.zip
http://www.mediafire.com/download/5k1d4v56wuq53g7/RimWorld-Enhanced-Defence_0.17.1.zip
http://www.mediafire.com/download/1c3u1kd1t5zu2as/RimWorld-Enhanced-Defence_0.18.0.zip
http://www.mediafire.com/download/2rsnal75br7nn39/RimWorld-Enhanced-Defence_0.18.1.zip
http://www.mediafire.com/download/46atdskz24zy03j/RimWorld-Enhanced-Defence_0.19.0.zip